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trollak

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A member registered Aug 05, 2025 · View creator page →

Creator of

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Thank you for the review and feedback.

The main purpose of the charging mechanic is to check if player is on solid ground, is not moving, and for previewing the next level (without additional controls).

The delay of lava tiles is the same as the hollow tiles. The idea was to have these 2 tiles with same delay and the platform tile with double the delay.

We will definitely try to improve the explanation of this maybe with an additional sticky note after the jam along with escaping also using P key.

Congrats on getting almost to the end. Levels 36-32 are the most complicated ones, after which there are only the outro levels.

Animation in the background is really cool and the popus are designed well. The ball under a cup was nice touch because you can’t always look at it and I kept missing it.

The artwork looks so good in game and in the manual. There could also be some debuffs when you don’t beat the heroes as they will all try to attack at once towards the end of the time limit. The soldier and archer felt a bit like fighting the Hollow knight.

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The audio and the parry mechanics are phenomenal. I think I am no longer like those 52 other cards now. My strategy was to move to a corner and be focused on the timers rather than evasion because the parry can take care of any damage (it might be useful to force the player to move at times). The groove is something else.

Great game. The rules sometimes got too tangled that there might be a bug but I had “Even numbered rules do not apply” and an even numbered rule was “Do not cut odd wires” but I wasn’t supposed to cut a blue wire (there was also “cut all blues” and “cut in row B” which was valid). I also like the time based rules and that many contradiction were accounted for and the man on the walkie talkie fixes it. Got to 4th place (so far).

I like the concept and that the demo gives you additional energy each second to test it out in a sandbox. The dimming lights mechanic could also definitely be used as part puzzle game mechanic. Enjoyed it while I was challenging myself to use only power 2 otherwise it gets to easy and got to level 34.

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I was also trying to brainstorm a similar concept but I would never have done such a good job. It is great how this game manages to keep the player stressed out a little bit but the player needs to click something every 1 seconds or so (no spam clicking - except for double clicks) and keep out an eye for the bonus number. The effects are strong but they don’t feel nauseating.

Great set of puzzles and a creative approach. I would be nice to keep the countdowns on each component during retries but the memory exercise is also good. The animations feel nice.

There is definitely something here. The UI did felt clumsy at times and some of the mechanics can be tinkered with but I enjoyed playing this game very much. I think I saved too much money so at the last island I just catapulted myself straight to the last island. Also great atmosphere and narrative.

Great visuals, great controls, great mechanics, great enemies. I will definitely need to come back to this one because went to the cave and then immediately to the boss (I acquired 2 out of 4 abilities) and destroyed him with one of the abilities. I also liked the variety/exploration using the checkpoints.

Beatifully made. I went back multiple times to just read the jokes in the posts and news. Nothing happened.

Amazing roguelike, super addictive. Some of the powers lacked detailed explanation and the distinction between skill and modifier is still not clear to me. I loved the two goals towards which player has to optimize their build. Has a lot of strategic depth.

Yeah, we didn’t manage to eliminate this bug with the limited time. The game creates a save so it might be possible to reload the page and will respawn you correctly (there is also an option to delete the save and restart it from beginning). I would like to go over it and update the game so that this doesn’t happen.

I love all the whole OS and the popups. Also don’t invest into WZRD, they are way too good. I thought i have best candidate to crash at 2000$ and then they jumped to 7000$. It is very enjoyable yet simple.

The puzzles are very unique. I managed to finish it but even at the end I didn’t manage to comprehend the reverse time mechanics. I got mainly that I need to block the path back because the timeline is not recorded as position but as movement which is really cool. The atmosphere is phenomenal.

I love how this game encourage to switch between weapons and that is it not only due to the countdown but also the two type kill condition on enemies. The controls feel a little bit off at times, for example, in the transition between weapons. The visuals look great.

The game looks really cool but it needs a lot of time to master. I don’t have enough Celeste hours to get beyond the first saw level. The graphics looks amazing and the levels look well designed.

The concept of getting the count up when he is always falling is super creative. I found it hard to spam the spacebar so much, keep pressing X, and dodging at the same time. Moreover when the punishment is reset of the whole game (with this game loop, I would image some checkpoints - branches or ledges where he stop). The initial intro is very well with the sound effects and animation.

Very enjoyable. Sometimes it feels too random but the strategizing rounds in advance is there. I got to level 18 on my second run mainly because I got double all negative numbers 3 times in a row and positive is the damage. There could be some aspect of strategizing in each round which is now just about finding the most optimal combination (maybe some additional goals or enemies have effect when damaged into some interval and selecting cards to redraw). The graphics and animations are extremely good and make it really satisfying to achieve combos.

Great game! The only downside is that the core mechanics is getting enough money with some, let’s say, interesting choices. The artstyle and narration of endings is amazing.

The artwork looks really good. The minigame ideas of hunting and preparing food is very creative. Every time I hunted, it stopped the hunt after the first “waving of an arm”, and the number during food preparation is difficult to understand.

It has so many Outer wilds-like aha moments. I am not sure if the ending is bugged or not but it did not accept any inputs then. The story was also amazing.

I love the concept of being able to skip some puzzles, exploring and returning when you have idea how to get to the end. The only downside from the view of the controls is that the character has no air control and to jump up a block you need to stand a bit futher away from it. After 15 minutes or so, the browser started triggering graphics reset (I spotted that some particle effects were not disappearing which might have been the cause).

Very polished game with clear UI and helpful tutorial. The analogue clocks probably have a bug when if you press the minute hand the hour shift by one which makes it hard to perform small adjustments. The wrist clocks with no letters were a very good choice while they are just a little bit tilted so its harder to figure out the time they are showing. Also great artwork.

Loved the atmosphere and the menacing narrative and sounds. The browser version did not let me perform fine mouse movements so the harder fishes were impossible, I got 90 % on the last try for the quick fish. I would welcome some alternative controls with arrow keys. The pixelized 3D look is amazing.

Great Ultrakill-like FPS. The enemies look very psychedelic which could also be an inspiration for the map texture. The heavy metal is cool.

This game is so well executed. I found out that I can store at most 12 numbers. The timelapse of you making it is amazing.

Great puzzles and creative mechanics. It would be useful to see the vision cones of each human to be of a distinct colour. I liked that all the puzzles were accessible at once.

Puzzles are well designed. I think I solved the last one by accident because I was not patient enough and then the copy helped as I never could have expected. The 3D animation in the menu looks fantastic.

The art style looks great. That feeling when I didn’t get the bonus gems before realizing that they are worthless.

Nice Slay the spire adaptation with a unique twist. I did not manage to improve at the number quick-time events because I had to use the top row keys and couldn’t use the numpad. The backgrounds break the immersion a little bit.

Compact competetive minigame. Unfortunately, it feels very much vibecoded.

Pretty fun concept. After the start a short section keeps looping and you dont have to do anything and the timer is sustained at roughly the same value. Animations look great.

This is one of my favourite games here so far. The mechanics work so well together. It already feels like a complete game maybe with some finishing touches like increasing the difficulty and some bosses. I would welcome to have the enemy bullets have different color than their blood but I understand that it can be hard with the limited color pallete. I also love that you can use the sand dust on the ground to deal damage with the vacuum without speeding up time. Got to about 25 minutes with the gunner and very quickly lost with the tank. Úžasná hra!

It is unfortunate that nothing has any information apart from the health on the balls because the upgrading aspect feels interesting. I ended up going with all the foods, fangs and armors to max out the stat and did a few tousand damage to the ultra demon. I think that with incorporation of some strategic mechanic to the fight (something like speed => damage, or outer bounces damage you => you want to stay towards the middle) it will make a great game.

Even though it might not look at first glance, it has a lot of depth. I got to 990 and I enjoyed balancing hand size, reshuffling and using reveals to lower the probability. The middle section could be used for displaying the deck or animation of what is happening. I loved the deck skins (at least the ones I was able to unlock).

Very nice collection of minigames and technical built-in converter between the languages. The timer for suffocation does not stop at the outro so it cuts off when not enough time remained.

Very enjoyable clicker with good balance of upgrades and nerfs. I achived round 14 which was is super chaotic. Super creative.

I think I spent already about an hour on this game. Ended at level 19 where the pushing bug kept appearing even more. Excellent concept, puzzles, art style and animations.

I think I destroyed it and I am proud of myself. Great game, narrative and graphics (I liked the shaders at the end, not during the spinning). Also, I somehow managed to get 18 coins which I don’t know is intended, I don’t think it triggered any side dialogue.