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The2lu

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A member registered Apr 22, 2025

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thanks so much for the playthrough video :) we didnt really have a win or lose screen, but there's a score indicator for each level so you can replay and improve. We should have made it a bit more obvious i think haha. Glad that you liked it and good points of feedback on the colors and wolf- will keep that in mind for future!

don't worry you can bring them bak if you replay the level ;) yea there are some sheep which are not as obedient as the rest lol, we realized that later... Thanks for playing :)

Very intuitive controls, i especially liked how you slowed down time before introducing a new action, felt really good! Loved the slime animations :D

Really fun game! Took me a bit to figure out, but nice variety in weapons and its a nice challenge. The difficulty ramps up quite a bit later on though :D Overall vibe was excellent and the background music was awesome, went really with the fantasy vibe!

Great concept and execution! The elevator control panel was slightly confusing to look at first, especially the direction of the arrows, but got the hand of it shortly. the gameplay was quite fun and quite a bit of decision making to prioritize picking up customers vs dropping off .  I played for a while but didnt understand what was the final goal or was it just an endless loop? Anyway, had fun playing it, would love to see a longer version of this!

Really cool concept! I like the fact that the pathfinding for the explorers is shown so that you can anticipate where to place the traps. The controls were also very intuitive, but i just feel that the timers on most of the traps were too high. Also in some cases i placed a trap and it didnt go off when the explorer walked in. Overall good job on the art and atmosphere :)

Absolutely charming little game, loved it :) Although i couldnt get the 3 matching animals puzzle, i had a lot of fun just collecting trash and putting it in the bins :) Overall the controls are very intuitive and fun. Game feel is also really good, loved different popping sounds. Artwork was well made and fit the vibe, great work! 

This was so out of the box, wow. i just had a lot of fun pressing keys and playing around with the sounds, and somehow i was progressing through the levels :D I didnt really understand why i was doing stuff, but i was just jamming to the beat!! Lovely use of music and the sounds are just really  really good, congrats, would love to see this grow into something bigger :)

This was really well done! I played through all the levels and got a gold in most of them :) The core mechanics were very intuitive and racing was really fun! What i liked most was the artstyle - really cute characters, backgrounds and the even the menus and powerups were really well done! The sound design was also good and the background score fit the gameplay very well. Progression was smooth and the game felt quite well balanced. Just one thing i could not understand immediately about how it worked was this - does the type of candy required for powerups matter or is it just the number of candies? i felt later on that it was just the number which mattered since i was able to take some powerups when i didnt have the indicated candy type. Other than that though everything was very intuitive! excellent work :)

Thanks so much for playing! Glad you liked the sounds :D

No problem,  yea youll get a lot of other feedback during the jam which you can also use!

Great, all the best, will check out your game once you submit!

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Didnt get much time to think on this, but what i can think about is - if you can send in batches like 2 at a time or 3 at a time and each has a different set of symbols so you can only save one or two. You also could make it such that if you save one, the rest automatically disappear. Now you can add a layer to this where there is some risk reward payoff like an easy symbol has low points and a difficult set of symbols has more points. Something on those lines. I actually just thought of a puzzle twist while writing this. :D so lets say there are 3 ghosts. First has a dash symbols second has a dash and circle and the third has 2 circles and a dash. Now if you draw a dash, just 1 will get saved and the rest 2 will disappear. But if you do a circle first and then a dash then you can save 2! And if you do 2 circles and then a dash, you can save 3. So the order matters.. hope i was able to communicate this well:D

Hey i played the game, innovative concept and the gameplay is quite nice. I had a couple of points of feedback - 1. For the first minute or so i could not make any shapes because i think you have to draw the shape and wait for it to turn a different color and only then it is counted. THis led me to miss many and I could only match the horizontal lines. But later on i figured this out. You could make a short in game tutorial where you direct the player to do this step by step so that its very clear. I liked the variety in shapes and combinations of shapes. 2.After about min 3 it gets repetitive. Warrants for  some variation in gameplay. 3. The difficulty ramp up is good - given the theme, you cant save them all - its all right. But can you incorporate the theme a bit more? Maybe thats where you can get the variation in gameplay. You could possibly incorporate a 'streak' mechanism where if you get many in line you get combos or something. its quite typical for this genre of game.

Hey, yes will be happy to!

Thank you so much for the kind words, Im really happy that you had fun:) thanks for the suggestions as well, will keep the pointers in mind!

Thanks for playing and also for the feedback! Ill watchout for the Firefox error in future and try to figure it out. Glad you liked it :)

Thanks a lot, glad you had fun! Yea the movement thing was a bit dicey, am thinking of ways to improve that haha. The statues resembling enemies is a really cool idea! Thanks for the feedback and suggestions :)

Thanks so much for the suggestions! For the movement, yes i agree the isometric view does pose challenges, i think just making everything 45 degrees would work. As for the searching of portals - ya that was a pretty common feedback given by everyone. Variety of enemies is a good idea - will definitely add to the variety and challenge! Again thanks for playing and the feedback:)

The moving mechanic is actually really creative and definitely needs to be built on. reminds me of that popular game 'Getting over it'. Some sort of tutorial and some difficulty ramp up like for example smaller obstacles at first, then moving on to larger ones would have been nice. Good work on coming up with this though, well done :)

Played the first few levels and i think it was a great effort. It wasnt a typical puzzle, platformer but had some unique elements to it and the theme integration was quite strong.

I got stuck at the speed level like most others and i read your post on discord for the explanation - i think your idea to make this level was solid, just that some tweaking of some variables would be needed for you to achieve your desired outcome. And one of the purposes of a jam is exactly that - to get feedback from players! So now that you have that, im sure youll have much better clarity on what to do.

Other than this, i liked the gameplay and the short levels, each with a unique twist which is definitely one of the characteristics of this genre. The art was also simple and charming, but could use some polish for sure. Some particle effects would also add to the polish. For the inverted controls, one suggestion is to visually communicate to the player that the controls have been inverted through some indicator or change in color etc or even a change in music. 

Good to see that in your first jam you could submit a completed game, complete with story and many levels, so congratulations and well done :)

This was a really fun and challenging game! The concept was pretty simple, but implemented very well! The artstyle was great, the little nerve drawings were done well - unique enough and also some similar looking to slightly confuse the player! I like that you used different colors for different levels. The way that after each level the nerves were shown in the body was a great touch! The difficulty progression was also done very well, felt that it was getting more and more difficult with 5 sequences.

A couple of suggestions - I would have liked to see some sort of short trial of sorts before the first sequence came on, it felt a little sudden that after i pressed play, i was thrown in the game directly. It wasnt that difficult to understand honestly, and after doing one sequence i could figure it out, but even having one 'tutorial' would have been nice. This sort of theme would have benefited from some in-game story or background - like why is the player doing this? And that actually would have helped a lot to integrate it much more organically with the theme! The theme integration is really good, but with a little bit of context about the overarching goal of say saving the person who is upside down, it would have made a big difference! Also, I dont know whether the player's performance in the game (or how many they got right) is shown at the end? I think some sort of differing endings can also be implemented depending on how well they did in case you plan to build on this after the jam.

The music used was really good, gave a sense of urgency to the gameplay.

Overall really well done on all fronts, congrats :) 

Well done on this! Looks great with great assets and loved the snow effect. The music is definitely one of the highlights for me, great to hear an original track! I played this 2 times - once without the map and once after seeing the map, so I got lost for the first time, but then i could collect both the spheres and the gravity ring. I got stuck after that a bit though, couldnt find the towers. But anyway it was a fun experience. I liked the little interactions with the villagers, felt like there was thought put behind the world building. Movement felt good and shooting of the sun and moonbeam activation was also nicely done.

Thanks for playing,  glad you had fun!

good to hear! Do let me know if you need any help on this, I love strategy games:)

Played this for a couple of turns and was really fun! Good to know that you had fun building this and are excited for future projects:) I have played thronefall so I get what you have tried to do here and it feels really good as a reverse tower defense. Its a good take on the theme, to flip the genre, definitely thinking outside the box there!

The artstyle is simple but effective for this sort of game and the music works well with the gameplay and art,  felt very cohesive. From a gameplay point of view i like how you can control one character and rest driven by AI (very similar to thronefall) However i felt that there could have been more decision making since that is generally what player of this genre are looking for. The AI works well, but i think the behaviour especially of the enemy AI can be more refined. Adding health bars was great idea. To improve the feel further, you can look to add some juicy sound effects and particle effects for the combat. That would really improve the fun element of the game without investing too much time! Health bars for towers would also look good.

I think what you have here is a really great baselilne for a tower defense (or reverse tower defense) game and hope that you keep working on the project to polish it post the jam! Well done on this :) 

Really unique and creative concept you have here! I liked the the feel of the diffferent actions you can do like moving, jumping and even flipping over the letters of the title screen! The art was cute and some nice SFX. Definitely has the beginnings for a wacky game where the main character is training to join a circus :D Although not much gameplay as such, the experience was funny and intriguing :) 

Well done on creating a beautiful underwater world and great use of the theme! I loved the aesthetic of this - the color palette and also attention to detail in the artwork like how it gets darker as you go down and there are small lights around certain underwater fauna. The world feels interesting to explore (I used debug mode to swim around and reach the bottom flag)

However i  just couldnt get past the first area using the jump mechanic. As others have pointed out, its a bit too difficult and i tried with many different angles but couldnt get through. Good that you kept the debug option, even just exploring without the jump felt satisfying.Maybe giving some control to the player after he jumps or giving the player an option to set the angle could be mechanics you can think of adding so that the player feels that they have agency over the outcome. Also maybe giving some way for the player to see which differnet species are collected can also add to the exploration fantasy. The music is really good and fits the vibe of the underwater atmosphere. 

I think its a really solid concept and just tweaking the gameplay mechanics and difficulty a bit would make this really fun to play! 

Thank you!

Hey, really creative idea and seems like a really complex project, so well done and hope you build on this in future! I played a couple of game modes - flower and prisoner capture, which i think were great little twists on the game. Im not really good at chess so wont be able to comment on the AI but mechanically felt good. The artstyle is quite pleasing to look at.

Not sure how this integrates the theme of the jam unless its something like inversion of the chess rules? but seems like a stretch :D Audio was missing, but once you add it, it will definitely give it a lot more feel! 

In prisoner mode i think i encountered a bug where it sort of got stuck on the AI turn and i had to restart the game after a few moves.

Overall i think this is a really exciting project and quite unique, so I hope you continue to work on this after the jam!

Played this for a few times and could finish it in around 4-5 attempts! Its a neat little platformer and integrates the theme very well. i liked the use of the arrow and the way these arrows were placed on the map to clearly indicate when you can go upside down. The movement also felt smooth especially jumping which is key in these kinds of games, so well done on that!

The artstyle was cute and clean, the character sprite was done well. 

The game is easy enough but a bit unforgiving at times which is definitely a valid choice, though i would have liked if there were some checkpoints from where the player can restart after dying, so you need not play the initial parts over, but since its a short game, its not a big deal. I felt the combat can definitely be improved - right now what happens is that when you hit the enemy you by default get hit and lose HP. I dont know if it happens every time and what the reason is but for melee combat, i think you should definitely have some room between the player and the enemy for your weapon to give some room for error otherwise it feels a bit unfair.

Music went well with the gameplay, but felt it was a bit repetitive after a while. Sound effects were decent, but I felt there could have been more especially for the jump and the upside down turning - since these are ones which are key to the gameplay.

Overall i think it was a fun game and you have strong core elements of platform mechanics and the upside down element, with a little bit of polish would become a lot more fun. Well done :)

Thanks for playing and i agree with all your suggestions on the art and the minimap - great suggestions! so thanks for that as well! for switching weapons, you can also use right click which i thought was a bit easier than the mouse wheel and something I personally prefer but yes will keep the mouse wheel as an option too in future:)

Thanks a lot! were the movement controls confusing or the shooting? Do let me know so that I can try to improve in future:)

Thank you so much for playing and glad you liked the visuals, i focused on that aspect more this time since that has been a weak area of mine:)

Thank you so much for playing! I was lucky to have found great assets on the unity asset store which fit my idea. Also its the first finished 3d project ive made but not overall, had primarily done 2d before this:) sorry that you got lost on the map, i couldn't put in many indicators for the portals as i realized this quite late, but glad that you had a good time:)

Thank you so much for playing! As for finding the portal - i realized that this could be an issue quite late, so last minute i put in an audio effect which gets louder the closer you get! But its easy to miss, should have put in something else to make it clear for sure.


This was a really fun puzzle platformer! I think it is very approachable, unique (integrated the theme well!) and interesting enough to play till the end. The way new elements are introduced in each level is really fun. The core mechanic  of the web is well implemented and although its easy to figure out, there were some levels where i had to think and plan ahead, which was great. I also liked that you could unlock new characters. The art was also well done and fit the theme well. I liked the sprites of all the characters! Probably would have liked a bit more polish on the snake like thing at the end, but other than that, good work!

The pacing of the game is great for a jam game - each level is short enough and the fact that you could add so many levels in such a short period of time is impressive!

One suggestion is that instead of the up arrow key, a space bar would have been more suitable and more comfortable for the spider web. and would have felt more intuitive especially if you have to shoot the web down. Its a small point, but still thought that i would point out. 

Another suggestion would be to clearly mark an 'exit' for each level. For two specific levels i remember that i was confused as to where to exit (one was where the exit was to the top left). Just a simple exit sign would do the trick. 

The music loop was a bit short so you probably could use a longer loop so that it does not feel repititive.

One thing i felt was missing and would add a lot to the feel of the game was some particle effects - things like when the web is shot, when the spider lands on a surface etc.

Overall though this was a great entry, really fun. Congrats :) 

Always fun playing your puzzle games in these jams! I loved the look of this one.. the assets for the bubble and rock are awesome and go really well with the background. The color scheme is also very pleasing to look at and apt for a puzzle game where you might have to stare at something for a long time before something clicks! 

Im not great at solving such puzzles, so really couldnt solve more than 3 or 4 puzzles, but pretty satisfying feeling after you solve one. I could figure out a broad strategy to solve and felt good after that haha. I like that you have a practice mode for a more relaxed challenge where you can take your time and figure out strategies and then try out the challenges. I came to know that there was a hints mode after playing for a couple of times (maybe can be made clearer by just writing text instead of an icon? not a big deal, but just more clear)

The theme was pretty well integrated with the flip mechanic although i felt after watching a few solutions - can all puzzles be solved without using the flip mechanic? Or it is more of a time saver mechanic where you can solve it in lesser moves?

The audio loop felt a bit repetitive after a while so in case you want to work further on this, maybe a longer one would be better suited.

Overall a solid entry and a great puzzle game, definitely something you can make into a larger game :)

This is a nice concept to explore further, even though this was more of a prototype done in a short time. I feel that the space bar sensitivity should be more.. felt like it was not moving the ball too much on repeated presses. I like the concept of the triangles which are meant to be powerups/ score? - not sure. I would stay away from the upside down text though hahah very difficult to read :D:D

Hi, this is a really fun little game which looks great and also incorporates the upside down mechanic really well! I think the artstyle really stood out for me. The platforms, character and the Xray effect really felt cohesive and the overall look was great - a nice sci fi vibe. Gameplay wise the puzzles were simple but fun. It taught the mechanics also quite well which was really nice. Flipping the spaceship around had a nice feel to it and given that this was the core mechanic, was really satisfying. 

Given that you had less time to build it, the length of the game was perfect (better to do less things with more polish than have more content which is unpolished!). Some thing which i would improve on incase you decide to build  this further - The movement of the character (left, right) could be tightened up a little - like after stopping to run it went slightly ahead and the acceleration felt a little sudden etc. But other than that this was really well made, and can be built on further adding new mechanics, more levels, etc. well done :)