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TinyRockGames

20
Posts
A member registered Oct 06, 2025

Creator of

Recent community posts

Thank you for testing our game!

 Glad you enjoyed it and see potential in it !

okay! I heard that, I will keep that in mind! Thanks!

I also think that would give too much power and reduce the challenge on managing time/health by traveling between room, but yeah, we should find a balance and the teleport pad could be a solution ^^

Thank you for your opinion!

The concept is very clever! 

If I had to add one thing here this would be some new mecanics put in the right level the further we go  to really engage the player continuing on the next levels. because otherwise, we pretty do the same stuff.

for example : Adding the tradmill stuff was the thing that keep me going on more levels, but I couldn't finish all the levels because the next mechanic added (if there was one) didn't come early enough for me.

If i could propose a mechanic, maybe having a bloc which force the robot to jump if on it and/or a block which keep the robot without jumping if on it, independant of the first input could add some spice on the levels? 

Anyway! In 4 days, it is just insane what you accomplished, because the level design are really well designed, and the difficulty progression are I think really good here!

Loved the art style, and the message is simple and efficient!

The gameplay is fun but a bit repetitive and the idea of speeding le countdown work but leave not much room to the player to go far with the score, maybe some little mecanics with goal to add difficulty and which could replace the countdown speeding could be better? like maybe the AI screen beginning to move on the sides or having more details on the character to accentuate their individuality (like a specific hat on them), the Ai then will require not only the color but also a people with a specific hat!

and if you want to keep the speeding up of the count down, you could do this on specific conditions, like a joker where you have the right AI people with the right color not moving on the up part of the machine that can be eaten, but not only the counterpart is that joker color is only use but also this is when you do this that the machine speed up! (like when you feed to much AI on one AI and it become worse at his job! ^^)

Anyway Good job! Your game was fun and it takes me some try's to have this score!

Thank you for your comment!

Glad the fusion of our mighty brains in our squad picked a good idea when we were brainstorming!

And I'm happy to have done this project with peoples who were talented to do visuals art and those others parts of the work that I'm pretty bad at!

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Thank you! fun fact, the map of the dungeon was a visual debug system to be able to see if the generating donjon was working, but near the end, we just looked at this and think that maybe it could do a nice minimap xD

Okay thanks for this feedback! I don't know if I asking this question the right way but, why do you think you need more space to maneuver the main character around the enemies? or more explicitely : what event in our game made you think that proposition especialy?
I would love to hear your answer! ^^

but in all the cases, thank you for playing!

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Yeah it was the number 1 inspiration to be honest ^-^

and yeah your completely  right on this problem! For the solution however,  with more time on this project, I think about allowing the player to teleport between rooms (maybe like enter the Gungeon with their system of teleport pads we can found on some rooms and which permit to teleport to any room cleared. In our case, maybe we can just put those teleport pads on the dead ends room of the dungeon, to force the player to continue a serie of room with the challenge it involves to be able to teleport back on the rest of the dungeon. Or choose to not go to far on one serie to be able to go back without dying. This idea combined with maybe somes safe room where time don't flow, and we could have some pretty good mecanics?

I would be glad to have your opinion on this proposition ^^

Anyway Thanks for your comment and glad the character are valued!

Oh wow, thank you for your comment!!!

What you just said mean a lot for me!!

The auction system is very cool, even if it is a bit difficult at first, when you know a bit better what the items are, the game begin to be very interesting!

Juste one thing : I hated not buying auto fire a beginning of my run! after when I was full of bonuses, I cannot stop shooting to try and take a screen shot! T-T it was this mistake that ending my super run! 
Joke aside, the game was really fun!

Yeah that also was the idea that I was thinking at first when I was playing but when I finished the game and wanted to try to apply the kerbal space program rule : "more boosters -> rockets", I found that being out of mineral just wont permit to continue growing the base. So that why I was thinking about making a limit of how much mineral you could collect on one rock to make the player developp more on the map without limit them about the total mineral they can get. All of that because "the factory  -> base must grow"! ^^

Thanks you for your game!

So relaxing! but not easy, I like it!

The narration keeped me to continue the game, even if it was tough!

Now that I finally found what I've been looking for, i need some rest...

Clever mechanics and good music and art style!

I enjoyed each of the clones I've played!

I liked so much having rockets be launched at repetition ^^

maybe the resources on one chunk could be capped to force the player to search for the other ores in the map ^^

Hehe I' had a better night than you >u< 

I just wish that it was also true in my real life...

The game was fun! I liked the concept but I would like to have some random visual when you sleep, maybe those visual could give some hint of how many minutes pass per real second and it could be different for the visual you get. Like a dream that would be so intense that you had the impression that you have passed hours in it when you just passed 5 minutes in real time. It would add some difficulties to get the good time to sleep.

Wow the art style is really cool!! I love the atmosphere it gives!

I didn't understood the fact that ennemies gived back some time without the description, maybe it was because the timer it self was a bit small on the screen, I Hadn't payed much attention.. 

But the concept of having some items that we can temporary have and which we have to use in function of the rotation of the character is very interesting!

Ahhhh I love playing a game that remind me of my own insomnia! I loved the fact that I needed to undersand what I should avoid and what I shouldn't to be able to keep counting down faster. And having a second night where every nightmare can go simultaneousely is a good plus!

I would love to have more subtilities of a same nightmare, for example in a possible harder level, having nightmare with four, five and seven cough precisely. it would make the game even more interesting because of the fact that you have to remind and think about more things, precisely the fact that keep us awake at night xD
Good work!

Oh wow! The art style is so funny! I lost multiple times because I just wanted to see the clickers animations. xD

The gameplay is a bit difficult to get into at first, but when you begin to understand the buildings and what to do, you just want to try to go a little further, even if your mind is absolutely destroyed by the last days of working on your game, and so you cannot go past the fourth day of summer ^^'

Maybe I would recommend making some keyboard shortcuts to increase the speed at which you can interact with the buildings or cast spells. Or maybe even unlock those keyboard shortcuts with upgrades?

Thank you!

Why not, it could encourage the player to try their luck with an item whith could give back some of their lost time!