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tsgamestudio

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A member registered May 07, 2026 · View creator page →

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It was a very simple game, but its unique gameplay system made it feel fresh and unlike anything else I’ve played!

It was creative and fun!

I had never played a roguelike shooter before, so this felt incredibly fresh!

It was really satisfying to defeat enemies and collect upgrades during the early stages. I was also impressed by how the enemies became noticeably stronger from Stage 3 onward, and the boss provided a serious challenge.

I had a lot of fun playing it!

The game’s concept was really interesting, and I liked being able to play as multiple characters!

I think it could become even more enjoyable with additional content, more stages, and some further balancing and polish.

The game’s concept was really interesting! However, I couldn’t figure out how to connect the planets or what the overall goal was.

I think a tutorial would have made the game easier to understand. Still, it was a very creative and interesting idea!

Thank you so much! I’m really glad you enjoyed the game and felt that the CHARGE theme came through clearly. I truly appreciate you taking the time to play and leave such encouraging feedback. Good luck with Clean Shot in the voting too!

The detailed settings menu and volume controls made the game very comfortable to play!

However, I couldn’t figure out how to attack, so I ended up running away from the enemies the whole time!

I really liked the game’s atmosphere!

The 3D presentation was fantastic! The cat was adorable, the music was really cool, and I had a great time!

You currently have to press Enter to pick up items, but I think the game would feel even smoother if items were collected automatically when the player touched them.

Great work on the game!

The game’s atmosphere is fantastic! I especially loved the animation when the beer spilled across the table. It was a short experience, but I had a great time playing it!

Thank you for the hint! That makes sense—I was approaching the room too literally rather than thinking like an old-cartoon point-and-click puzzle. The clue about the secret passage is clever, and thank you for pointing me toward the walkthrough as well. Now I understand what I should be looking for!

Thanks for playing, and thank you for the helpful report! I’m really glad you enjoyed the music and spritework. You’re right that the fixed game canvas can be difficult to view on smaller screens, especially if browser zoom is being blocked. I’ll investigate the responsive scaling and zoom behavior. Thanks for flagging it!

Don't you write what you used for making this?

The game’s world, music, and gameplay systems were all absolutely fantastic! The high-quality 3D presentation and simple controls were especially impressive.

I played using the arrow keys together with Q and E, but I think the game might have felt even more comfortable if the controls worked something like this:

  • Movement is forward-only, with no ability to move backward.
  • The up and down arrow keys perform the current Q and E actions.
  • Another key, such as Space, moves the character forward.

That said, I thought the overall experience was excellent!

The 3D visuals felt very polished! Since many of the other entries are 2D games, I was impressed that you took on the challenge of creating a 3D game.

However, I found the controls somewhat difficult. Gamepad support might make the game easier to play, especially since I’m not very familiar with WASD movement and struggled with the keyboard controls.

I was also unable to progress beyond the first room.

The visuals are very distinctive, and this felt like a truly ambitious project! I found the gameplay and controls a little difficult to grasp, but I loved the game’s world and atmosphere.

It was a very simple game with rules that were easy to understand!

The graphics, music, and audio are all incredibly polished—I was genuinely blown away!

My only disappointment was that I couldn’t figure out how to leave the first room. I spent about five minutes clicking around, but I still couldn’t find a way out.

That said, the overall quality is fantastic, and the game was genuinely inspiring!

Thanks again—I really appreciate you taking the time to retest the updated build. Your report helped make the game better for everyone. Good luck with CHARGE! in the voting too!

Thank you! That’s exactly the loop I hoped would feel satisfying: click, raise the numbers, and dismantle increasingly ridiculous machine beasts. I’m glad the cyberdog made a good first impression!

Thanks for playing, and thank you for the heads-up! I’m really glad the graphics and design landed well. I’ll investigate the Web audio performance and see if I can make playback more stable. If you happen to remember which browser or device you used, that information would be helpful—but no pressure.

It’s an ambitious project, especially considering it was made entirely with Gemini, but the game itself is quite short.

There’s no in-game volume control, so the audio played extremely loudly until I changed my computer’s volume. I think adding a settings menu to the title screen would improve the experience.

That said, I thought the gameplay itself was really fun!

Thank you so much for the thoughtful feedback—and especially for catching the mouse issue. You were absolutely right: keyboard/controller purchasing still worked, but pointer input could fail in the Web build. I’ve just deployed a fix for mouse and touch purchasing on both the node tiles and the PURCHASE / UPGRADE button, and added regression tests for those paths. A full page refresh may be needed to load the updated build. I really appreciate the detailed report and the kind words about the CHARGE/core loop and skill tree!