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vladprizma

16
Posts
1
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16
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A member registered Jun 01, 2025 · View creator page →

Creator of

Recent community posts

I see huge balatro influence, nice! Simple and polished game!
It would be nice to see some tutorial. Poker hands have values based on their probability so it would be interesting to see table of dice combinations values (and their effects). Currently game heavily relies on players knowledge of balatro rules.

Yeah I also think setting correct expectations would be nice

(2 edits)

Very polished game! I like that some sprites are pixelated (like the sun and dust), it creates a vibe.
Downbelow I'm just nitpicking)
In the tutorial I felt like I needed to jump when saw "Avoid the obstacle..." which was unavoidable and then I felt weird that there could be a jump option that I missed.
Also it would be better if horses wouldn't be able to pass trough obstacles and would avoid them, but it's might be hard to implement in time constraints of game jam, so no issues here, it's jusn as an idea if there are plans for future development.

Audio is very experimental, some sounds are off, there is some dissonance for me, I think that synth-whistle like instrument is not a good fit.

On the second level following code didn't work:
```
loop(3) {
move()
}
turnLeft()
loop(3) {
move()
}
```
3 in the second loop should have no influence. I can clearly see that bot shakes when turn on the left so it seems like bot still tries to move in the wall even though there was turnLeft() command
but following code works:
```
loop(3) {
move()
}
turnLeft()
move()
move()
```

Very polished game, cool stuff!
I like how main menu is basically a guide for the game and personally I always get triggered at UI when new round begins, feeling like I need to parry it)

Thanks for the feedback!
Yeah, I'll consider adding separate windows build in the future!
The problem is that the thread gets more segments (get more "realistic" basically) and web build works in single thread which most likely causes these problems

Thanks for the feedback!
Yeah, I didn't had enough time to do difficulty calibration I agree with what you are saying

Thanks for the feedback!
Yes you can beat scissors! You need to hold space so that thread would be "stretched" and then you can launch yourself into scissors which would kill scissors if you have enough speed)

Very polished game!
I think it would be better to have a "limiter circle" for direction because by default I pull the arrow as far as possible because I think that would increase speed.

(1 edit)

Very nice! Reminds me of downwell!

It's hard to get control even after couple minutes, sometimes I just have to accept that I'm going to hit the border)

I like the idea and the game is really "juicy". Beat is cool and transition of sound when drifting feels nice. UI feels responsive and engaging. Very polished game!

Personally, music was distracting, I had hard times to focus on tutorial))
Some unfamiliarities make hard to grasp what is going on, I think changing suits design makes it's harder to get in the game.

Visually game is amazing, some margins for UI and cards would be appreciated.

I see a lot of puzzles but it wasn't obvious there was a first button hidden in grass, so maybe some guide would help.

I would like to see "harder" puzzles, not in the way of replaying big parts of the level again but in parts of making you click "Aha! I see now what can I try to solve it". And it would be cool to be able to pick any level for the game jam (since some levels are hard for the sake of hard in my opinion).

UI works differently for screen resolution (I've expirienced overlaying buttons) for resolution 3840 x 2160.

And for atmosphere... there is something, I like that there is dirt/rocks around, and ambient clouds in the background it looks cozy.

Thanks for feedback! I didn't test perfomance on any other PC then mine so I guess the problem is the amount of "vertices" in the thread + it's runs in one thread for web build so it's really bad. I'll consider that for the future game jams!

(1 edit)

Well I was too hasty, now the game is barely beatable, it's too hard now. Any time the thread is going to touch scissors it's instant game over, there shoulde be a treshold for instant game over it's first thing that comes to mind, there a lot of obvious ideas but I didn't had enough time, so it's pretty bad. Any boosting can accidentaly make thread be touched by scissors, any touch by fighter when boosting deprives player's HP, so it's hard.

I thought about 20 times that I'm not going to make it...
Extension of the deadline by one hour was a winner for this game to exist.
Hopefully I will get in team or create one in future, I'm open to talk on that topic