Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TheWuzey

39
Posts
2
Followers
5
Following
A member registered Feb 26, 2025 · View creator page →

Creator of

Recent community posts

This one was a little too chaotic for me, I was confused if I was meant to be racing the giant wall of mice or not.

I do appreciate the visuals, and breaking the televisions/interacting with the trashcans was satisfying!

I really appreciate the aesthetics and vibes.   I was hoping for a bit more variety in the movement.  For example, I feel that I rode quite a bit of platforms that were up-and-down elevators.  I was wanting some variety in getting that vertical movement.

I did spend a lot of time praying I didn't fall, as I would've been very likely to stop playing early had I fallen and had to start over.

Overall, it was intriguing, and interesting!  I think this vibe and aesthetic should be further explored.

This game actually stresses me out, in a good, intentional way.  The sound was very effective.  Simple concept, executed well!

It was fun figuring out how the creatures interacted with the environment.  The puzzles were fun!

It was fun figuring out how the creatures interacted with the environment.  The puzzles were fun!

I loved all the details in this one.   The little fellas jumping when the level was completed; the fist attack having a wind-up, the attacks also moving around the collectibles, all great stuff.  I'm glad you took it further than the basics in level one.  When I saw that clerics were also an ally to have, I knew this was gonna be a treat. 

The art/music was great and fitting.

Overall, this certainty fits the jam's theme.

I liked the tutorial the first time, but not the other times I had to repeat it.  Although, I appreciate that I somehow failed the tutorial and I was ejected from the spaceship.

Love the concept, was certainly self-explanatory.

It was a little frightening due to the good choice in ambience, enemy design, and art overall.  Player character was well designed.

I think the idea can be explored further, and I echo some of the criticisms of others (the candle sprite; jumps in the dark).  Overall, I enjoyed and appreciated it.

I love the atmosphere.  The virtual museum concept is so cool.  I really appreciate the loads of creativity in the environment design.  Starting off fairly benign and ramping up the crazy was fun to experience.

I think I cheesed the space room by dropping the same item over-and-over, but I do see the puzzle concept, and it was neat.  I actually made the sun so big, it encapsulated me and I was soft-locked.  I knew that going into the bug, though.

Overall, loved it.  I felt whimsy the whole way.

(1 edit)

Very much self-explanatory!  It was very addicting building up a zombie army.

On the first level, I was a little bored once I understood the mechanics.  And I actually thought "It needs someone shooting back or something.." and lo and behold, level 2 was exactly that, and level 3 built on it further.  Each level was more fun than the last.

The music was fine, but it was a little monotonous after a while.  I think there needed to be additional sound effects, like the sound of humans being eaten, etc.

It was a very smart decision to have the camera zoom out based on horde size.  I really appreciate that design decision.

Overall, very cool.

I like the set-up for this game, but I had a lot of trouble with it.

Playing on windows, it seems that the click-boxes weren't working as intended, and I wasn't able to progress past the second puzzle.

I THINK I understand that its a "match the pattern" game, although with the trouble I had with the controls, it was hard for me to tell.

I like the coal icons a lot, the distinctive colors make for good puzzle pieces.  Overall though,  I think the art could have been improved a bit, it feels a bit muddy and dark overall, but maybe that's the intention.   


The extracted file was over 7GB, so I was expecting a little bit more.  I would definitely see if something can be done about that file size in the future.

I was able to figure out the gist of the game through the title.  If I didn't have that, I would have wondered what to do.  I think a very small cut-scene of some sort would've help a lot.

Graphically.. this game either had an uncapped frame-rate, or is using very resource-intensive lighting, because my computer fans spun up when I ran it.  I do appreciate the simple visuals, and I think they complement the gameplay.  I think the environment design was good, there was just enough "clutter" without making the game too hard.

I appreciated the music, although the "wrong item" sound effect was a little grating after a while.  I think it was too long and too high-pitched for a sound someone will hear a lot.

Overall, I like the idea, and I did find myself wanting to play more when it was over!

(1 edit)

Graphically, it was really cool.   Levels felt very thematic and distinct.  Great use of assets.

As far as being self-explanatory, I had a lot of trouble rocket-jumping.  I actually didn't really know what to do at the rocket-jump tutorial, until I saw the words "rocket-jump" in the game's description.  Once I got it, it was super fun.  I didn't use the katana much, other than to save myself from a few bad jumps.  I think the whole game is playable without the katana.  Would've liked to see more interactions with the katana and rocket jump, and maybe some destructible walls!  Those were fun to destroy in level 1.

Also, I was able to cheese level 3's "death tunnel" by rocket jumping over it.  Which is great, because otherwise there's no way I was making it through there.

I did have some freezes and a weird.. shiny graphical bug in level 2?  But I believe that is due to the web version, and they were minor issues overall. 

(1 edit)

Sorry!  We'll see about getting one uploaded.. although we're not sure if its allowed for the jam.

We did have a web version, but it completely changed the lighting, and wasn't representative of our tone.

I thought this did a great job of telling a story!  The tutorial was very by-the-books, and very understandable.

As a player, I did lack incentive to engage with any enemy.  It was far too risky to attack, and much easier to run past.  I'm not sure if that was the intention.

Also, there should be more invincibility frames after taking damage.  That contributed to combat being too risky to engage in.

There were a lot of decisions I appreciated in this; projectiles not being hitscan, the thruster gradient, the overall color tones.  Cool models as well!

I did feel I was able to cheese it by just staying on the left, but perhaps that was intentional given the amount of enemies toward the latter half.

This was really fun to play.  Part of me thinks that the enemy obstacles aren't even necessary,  and an even harder lean into the puzzle level-building would've made for something even cooler.

This is neat, excellent sounds!  They really add a lot.

Thanks for playing!  We would have added fireworks at the end (like NES Mario Bros.), but I couldn't figure out how to make a good firework.

I'm glad you noticed that!  We started off thinking about adding decals where they spawn in at, but the drop shadow felt pretty good.

(1 edit)

Thanks for the checkpoint system!  Very fun combat mechanics, it felt like there was a lot to each engagement.  The boss is indeed very difficult!  Using the mousewheel for different attacks was fun.

Good concept, the wolves really freaked me out, that's a fun enemy to have!  The hammer sfx made me laugh.

I appreciate that night vision is just a bad green color, its actually pleasant to look through.  I like the foundation here, although I wouldn't mind guns feeling a bit smoother to shoot, and items being auto-picked up when the player walks over them (kinda like Goldeneye 64).  Overall, cool, shame you couldn't finish!

Obviously not much to it at this point, but I like the vibes, and I especially like whatever shader/material is on the cloud plane.

I like the concept and perspective of this one, reminds me of pac-man

Everything about this was incredible.  I really hope this gets developed even further!  5 people can do a lot in two weeks

I'm too dumb to play this game, but the vibes here are incredible.  I wish I could've gotten further!  Definitely fits the theme.

The music on this is insane in the best way possible, I was absolutely jamming.

There is something really special here, that was fun as heck.  Reminds me of Road Rash for the N64 oddly enough.  The sound design was peak.

I had a lot of trouble playing this one unfortunately, the mouse movement was far too much.  I did really like the assets in there though, especially the player model.

Unfortunately, it did crash on me, which was only frustrating because I was pretty engrossed in what was going on.  There's a lot of fun dialogue here, and I was pretty interested in where the plot was going!  Here are the crash details if you want to troubleshoot:

```

I'm sorry, but an uncaught exception occurred.

While running game code:

ScriptError: could not find label 'lostanumbers'.

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "//game/script.rpyc", line 2301, in script

  File "/renpy/ast.py", line 1712, in execute

    rv = renpy.game.script.lookup(target)

  File "/renpy/script.py", line 1103, in lookup

    raise ScriptError("could not find label '%s'." % str(original))

ScriptError: could not find label 'lostanumbers'.

Emscripten-3.1.24-wasm32-32bit wasm32

Ren'Py 8.3.6.25022803

RING/RING/RING 1.0

Fri Mar 21 18:28:23 2025

```

This entire gameplay concept is just cool as heck.  Super engaging to play!  And I love the art you have, its charming.

Immediately, it reminded me of STRAFTAT.  I like the dark vibes, all the assets flow really well together.  Seeing the AI scramble around for health was a very nice touch that made the game feel more alive.

Passed the vibe check with an A+, assets all seemed to be used in a very good way!  It was minimal, but I like what was here.  I appreciate the little moon. 

Very satisfying sounds, the gunplay is fun, even if it is minimal, it works well for what you're going for.  Level design was really good, upping the ante and introducing mechanics properly.  Nice!

I love the style on this one.  The particles, the vibes.  It feels fun to twirl around and throw the disc, even though its just moving around a mouse.  Great work on the effects!

I really enjoyed this one!  It has a solid loop, its a unique approach to tower-defense, too.  I made it to wave 6 before the big guys got me good.  The only thing I would have liked added or changed, is some sort of way to lessen the "corruption" effect.  I like that its there, I just wish I could tune it down by about 20%

Fun!  I did have to use low graphics, as the other ones were just too dark for me; could be my PC.  Watching the hot ingot transform was really satisfying, although I did lose the ability to use my hammer a few times, and I wasn't quite sure how to fix it other than restarting.  I could see myself playing this on a rainy night, drinking some hot tea.

Cool concept!  I could see this being a fun fast-paced puzzle game.