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tygutowski

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A member registered Jun 12, 2021 · View creator page →

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i saw you posted in the godot channel in the gamedev discord, so i figured id give it a try.

sick vibes, an interesting spin on the pacman genre. the art direction, despite being relatively simple, is amazing. i enjoy the roguelike aspect and the clear differentiation between the enemies.

i played 8 runs and made it to floor 4. i really enjoyed playing, but im going to list as many criticisms as i can with the hopes of seeing this game improved, as id like to play more.

- the coin hitboxes feel a little small. there were times when i go down a tunnel and find myself turning back before actually getting the last coin.
- the skeletons were somewhat irritating, sometimes i wouldnt realize where they were before they were awoken.
- similarly, id prefer there to be a line-of-sight feature with the skeletons instead of just a radius.
- the spell durations are a bit hard to track, as i cant really look at the bar while playing, some audio cue would be nice.
- a change in the map generation to prevent long hallways from spawning would be nice (sometimes i had to walk 8 blocks into a hole to get all of the coins).
- some blessings should only appear later in the game, like the basilisk one (maybe this spell can be unlocked once i discover the basilisk? but it felt like it wasted one of my blessing slots)
- sometimes the slime and mindflayer AI felt very similar, but perhaps its just a consequence of my movement patterns?
- being forced to take a curse feels not great. it would be interesting to see some balance related to collecting all coins and bypassing the curse or something. it would be nice to reward players for playing well (despite just money)

again, great job!

use a shader, i dont think any modern game (or even retro game) would manually animate foliage

i want to make sure, did you walk outside the bakery?

My ratings are a bit low (only 8 currently), and I would like to hit at least 20. It's deceptively polished, and I think you'll probably enjoy it.

Please leave a comment so I can review yours! :)

https://sprucebruce64.itch.io/riscuits

managed to beat the game. the first time i played i had no idea what i was doing, as i felt a bit rushed between rounds.

for some reason i felt like i was on a time limit while selecting my perks even though i wasnt. i tried again, clicking each perk and reading them, and it made much more sense.

my biggest issue is that the font is very difficult to read. a more concise font would help wonders.

a unique take on the cookie clicker genre, nice work.

cool game, i discovered since up and space both let you jump, theres a quarter second forgiveness, so you can do a super jump when pressing up and then space immediately after.

after beating the tutorial, i ran around the first/only level (not needing a double jump anymore) and couldn't find the exit/goal. i do think the keep/discard mechanic is a bit useless, and only leads to more confusion needing to press more keys.

cool idea, and seemed to match the riskiness theme much more than some of the other entries.

nice job.

this idea is really similar to steamworld dig (2), you should check it out.

not too much in terms of gameplay. sometimes you knew they were a wolf and didn't let them in, other times you weren't completely sure and let them in. the art and audio were great, and helped the experience a lot.

not every game needs to be complicated, and this is a great example of that.

nice job.

i thought this was a pretty polished little game. nice visuals, pretty reactive UI, and decently fun.

it felt a little too easy for me, i never once got to fight an enemy horde. i placed down a single armory at the beginning, and just that alone with a few sanctums were enough to hold off the enemies until my board was full of universities and warehouses.

regardless, a fun little game to pass the time, nice work!

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very cute game. not much to it, apart from gambling and hoping you make it big, so i wasnt really able to purchase anything past the first two items, but its cute nonetheless.

nice job

wow! this game was great. i didn't read the tutorial in the description, and i kind of just mucked around until i figured out what i was doing. great art, great gameplay! completed ante 5 before calling it quits.

only thing i wasnt sure about is what prevents me from just retaining my hand indefinitely?

great job!

would like if there was a bit more counterplay, "risking it" and saving my gold doesn't really help me at all, as an item might only be $400 even though the goal is $50,000. regardless, it was enjoyable to play.

i would like the ability to sell or reroll items, or even combine them to make them better. it was a bit disappointing only getting a bronze horseshoe on the final round even thought i know i could have gotten a golden one.

atmosphere was pretty good, taking some inspiration from clover pit/side effects/buckshot roulette

nice job

short & cute game. just difficult enough to be a bit thought provoking, but not too difficult as to be upsetting.

a very cute game, and the only "story game" that ive played for this jam.

the puzzles were fairly difficult, and the only complaint i have is that the sunflower doesn't deal damage where you plant it, but rather one tile above (as it grows tall)

i didn't finish it, as i had to leave, but i got pretty far (probably 6-7 puzzles in).

good job!

very unforgiving regarding the platform placements, and the movement is a bit too slippery for my liking.

still a thought provoking platformer, which i suppose makes it into a puzzle platformer?

good job!

deceptively fun.

i played through, thought i was shooting from an first-person view, didn't get why my bullets weren't connecting, and left a relatively poor rating.

then i read the other reviews and realized it was NOT fps, but the flower shoots projectiles, and i managed to get to like 4000 points. much more fun!

my only recommendation would be to make the projectiles much more obvious, and maybe some more juice would be nice. (animations, flower aiming animation, particle effects, etc)

nice job for your first submission!

this game seems interesting, and its miraculous that you managed to make a game using godot mobile, but unfortunately i can't seem to move!

there is no gameplay, all i can see is a blue screen where i can move a box around.

it didn't really seem to have any connection to the theme, and a heavy layer of polish could do it some good.

it was a bit irritating needing to click "next turn" every single turn. a keyboard stroke would be very nice. an attack indicator for the player and enemies would also be nice. i wasnt really sure what was killing me each turn. sometimes my characters would just turn into dust from a long distance through a wall.

good job on the music, and id like to see this game polished a lot more!

it would not run in the browser.

im using brave 1.81.136 for 64-bit windows

may i ask, what about the controls did you find inconvenient?

pretty fun gameplay loop, with great music.

a bit drawn out if you die late into the game. would be nice to see some progression, upgrades or different types of enemies besides the saucers.

still fun regardless, nice work.

more complex than i expected. managed to get up to 192 score. some of the trades weren't fair (i took 2 car batteries, 2 C batteries, and 2 AAA batteries from a caravan for free), but honestly i needed the resources. good job!

simple and fun, good feedback in the lerping of the hammer's movement and the sound design. i would have liked to see some upgrades or something to give me a reason to keep playing, but for a few hours work, good job.

traditional puzzle platformer. would have liked to see the theme implemented a little bit more apart from the character's design. music was very good!

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i thought this game was phenomenal. difficult puzzles, but not irritating. i enjoyed the sfx and graphics.

my only gripe is that i hate tutorials, so i skipped everything and just figured it out by experimenting. i suppose a more implicit tutorial would be nice, maybe a way to teach the player how to play without directly telling them?

i think this is my favorite game ive played so far. very simple, relatively quick paced, pretty graphics, and has unlocks. great job.

very surprising how much you were able to do in the jam. when i started, i was a bit overwhelmed with the resources (water and health), but after a few runs i got the idea. would have liked to see some more abilities, as i only ever unlocked alternative weapons, but not special abilities. i was never able to learn what experience gives you.

good job, stressful and fun!

cute game, but for some reason the controls were very irritating to me.

i knew exactly what i wanted to do, but there were times where i accidentally double tapped a button and pushed the mirror too far. an undo feature would be great, and maybe an easier way to move without needing to face a direction first.

the camera wouldn't move, so i was stuck staring at the starting screen. couldn't really play the game :(

having a leaderboard was a neat idea! not sure how it worked, as some scores of 14000 were higher than that of 18000. perhaps its a golf-style score?

per your advice, i updated all of the ui to have an outline, so it should be easier to see. thanks for playing! 

i believe there was only one spot on the whole map where a death plane was off the screen to the top/left/right, but regardless i fixed it!

some sounds for bullets hitting various materials, similar to the melee ones, would be neat :)

thanks for the update 😉👍

Hello Mr. Doggy, and updates on when the crop update will come out?

looks sick (as usual). nice job 👍

should be fixed now.  funny business with itch forcing the game to be embedded in the page.

cool concept