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VictorySwan

43
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2
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A member registered Oct 02, 2025 · View creator page →

Creator of

Recent community posts

thank you for pointing that out!

This is great! All of the art was very cute. I had a great time.

Placing and moving objects was easy except for floor tiles near the object selection menu. And, trying to repair the floor or wall with the same tile type was slightly difficult. I was uncertain some times if I had already selected a marketing campaign. After going back in to the marketing menu, I wish it showed me what I'd purchased. I also wish that people sat down on the chairs I put out.

Great work! fun to look at and fun to play. 

I liked this a lot! I hope you continue to develop this. I loved the opening and closing comic sequence.

I found that it was difficult to know where my seeds would be planted before I fully upgraded the planting, and it was hard to tell what I was watering and what I wasn't. I really liked the spin watering upgrade! I didn't know when my ability cool downs were reset, some kind of timer graphic on the hotbar might help. I forgot about the upgrade tree at first, maybe it could glow when you first collect enough material to buy an upgrade.

I think some enemy waves that try to destroy your crops would be fun too.

Excellent audio and good immersion tip. I like that you see all of the items you pick up and the variety of items. To increase the stakes over time, you could zoom out as the player gets more items and raise the height of the top of the sky.

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Lot's of fun! The number of well executed mechanics is impressive! I think the level balancing is off. The first level took me several tries, and then I beat the other levels in one go. The cheese moon is busted. I didn't see how to export raw materials to other planets, maybe I missed that.

At first, I didn't realize that you had sell the items from your barn. Once the planet is spinning, it's difficult to adjust the rockets, so having a separate interface for that might be helpful. I think your initial focus is off on the opening menu and starting info screen because your buttons look odd when those menus open up.

I would enjoy this without levels and timers just to see how well I could build up my systems over time.

Pretty fun! I liked your stylings and the enemy player photos. I didn't read the page instructions closely enough, and it took me a minute to realize how to get started.

I wasn't sure what to type at the slot machine, and I couldn't make it spin. A few more instructions in the game or on your itch.io page would be helpful.

very cool!

very fun! individual turn table movements feel a little slow. I wasn't sure how to use the fast spins.

The spinning to reload and get a perk or debuf idea is cool. The enemies were a little hard to see

Not the hero we deserved, but the hero we needed.

The concept and the art are cool. I agree with other comments that the world rotation should be a bit faster. I'd also like the jump to be faster.

I was only able to make it through the first level, but I was compelled by the narrative, visuals and audio to click through the checkpoints to see the rest. I agree on the level design being a bit too difficult. I wish spinning the propeller while it's in mid air moved it around. I didn't realize at first that I could click, drag, and hold to continue the propeller's spin. With two monitors, I kept accidentally clicking out of the game.

This was really neat. I liked the atmosphere and the exploration. I did get frustrated not knowing what each animal's abilities were at first, and I wasn't able to completely finish because I got stuck at one jump where I wasn't sure what option I was supposed to use. A few more hints for the other animals besides human in the death messages would have helped me. The spin to pick an animal is cool, but when I had a path that I thought needed a specific animal, then it was frustrating.

this was cute! your itch.io page is really cool. I wish I could have moved the camera vertically so I could look farther ahead. I didn't realize that the battles were puzzle based at first since the tutorial enemy is a straight battle. I only figured out the turtle fight....

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looks great! I didn't understand  how to aim at first, and managing the shooting direction was pretty challenging for me. The different powerups are fun, including the ones that are just cosmetic. The UI layout feels pretty polished.

Pretty cute! I like the concept and love the visuals. The digging felt disconnected to the energy storage, and it didn't really seem like I was going to run out of energy after charging up the battery. Maybe the lights in the tunnel could dim as the energy ran out.

really fun! the mechanics are interesting, the game feels polished, and I feel pressured to survive!

I think the Earth looks really good. 

Lot's of style! 

This is very cool! Something about the note sound effect made it feel like it was lagging behind the music to me, but I like it a lot!

Cute!

why are the fish attacking my blender? why can't I make it past wave 4? very fun

This is pretty cool! I like the visuals and the puzzles

Super fun! great art and sounds! wish the hamster was slightly faster

Love it! A reminder of how many days total or highlighting the 7 in the intro text would help.

cute! Love the shark image and the opening game visuals.

Nicely polished and presented! It was a bit too hard to roll my blob, but it was fun and I like the ticket system.

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Very cute! I like the rats in the background spinning some of the environment pieces and the stock timer. The starting movement was a bit slow for more, but it's fun.

The art and the sound are very nice. I don't think the cost of creating a new windmill should increase. Would be nice to have a display of total energy created in addition to current energy stored and total created per windmill. I'd also like a stats display showing how many times I've upgraded each windmill. I don't think it makes too much sense to click the sun to create wind. You might not need to include any interaction to generate wind.

I like that you can test the hamster movement in the menu screen. The introduction to the interactable obstacle movements is also well done.

Liked the UI and sound design a lot.  A little more variety on the puzzles would have been nice, like aligning to a different direction or aligning all rings at once. More story based on completing puzzles would be fun too.

The penguins are cute and the spin animation is great. I wasn't quite sure how my mouse was defining the skate path. Would be fun to have a combo points counter that shows you scoring points while you spin and jump.

I had a hard time figuring out how to turn the wheel at first. A cursor icon that changes when you can select the wheel could help. Really liked the sound and visual effects on completing a rotation!

I like your sprite work! The movement timing is a bit challenging. I ended up avoiding moving by firing repeatedly so that I wouldn't spin.

Thank you! I'm hoping to add a "how to" description to the main menu.

Fun concept

Great! Like the vibe and the style. The card art is really nice, and the achievements are fun.

I found it easy to drop things and hard to pick them back up :( 

Really fun! I like everything about it. The music is great.