Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Vortarium

66
Posts
2
Following
A member registered 26 days ago · View creator page →

Creator of

Recent community posts

Thank you so much!

Thanks for playing and for the feedback. I’m really glad you enjoyed the chaotic rush from the customer effects and the overall mood from the voices and sounds.

I hadn’t thought carefully enough about how much eye movement the layout creates, or about the size of the area where the player’s attention needs to stay. That’s clearly important for the overall experience, and your suggestion to make the orders around 30% bigger and brighter is very helpful. Thanks again.

Thanks for playing and for the feedback. I’m glad you enjoyed the game.
And thanks for pointing that out about the guest timing. It makes sense that it felt like a bug. The current behavior is actually meant to reset the board every in-game hour, with existing guests leaving without penalty so the board does not get too saturated.

I can see that the way it’s presented makes it feel abrupt and confusing. Your comment helped me realize that this is a feature I need to handle much more carefully. Thanks again.

Thanks for playing and for the honest feedback. I understand that the use of generative AI was a downside for you, and I appreciate you being direct about it. I’m glad you enjoyed the game overall, and I appreciate having your perspective.

Thanks for playing and for the honest feedback. I’m glad you still found the concept interesting. If the visuals felt a bit off, that’s on me and how I handled the presentation. Thanks again for giving it a try.

Thanks for playing! I’m really glad you liked the mechanic.

Thank you for playing and for sharing your honest thoughts. I understand that AI art is not something everyone is comfortable with.

For me, making this game still took a lot of research, thought, trial and error, and genuine passion, and I cared about creating something people could enjoy.
Even if we see it differently, I’m grateful that you took the time to try the game and respond

Thanks for playing! 2600 is a great score.

I’m really happy you enjoyed the game

Thanks for letting me know! I completely missed that mechanic. There was so much going on during the run that I didn’t notice it while playing. I really appreciate the clarification.

I just barely made it to the continue point. It was tough, but it felt really rewarding.

The simple visual design and the BGM suit this kind of game really well, and they make repeated play feel comfortable and easy to get into.

At first I almost gave up because it felt so hard, but the explosive bullets ended up carrying me all the way to the end. It also feels like the items can really change how each run plays, which makes the game seem like it has a lot of variety.

After a while, I found myself paying less attention to the trouble element, so it might be interesting if even the stronger items came with some kind of fumble or drawback. I think that would fit the concept really well

On my second run, I accidentally managed to grab a gust of wind, and it was a blast watching both the score and the cowboys go flying everywhere.

The visuals and music both fit the game’s theme perfectly, and the whole presentation felt cohesive and polished

The game has a great sense of tension, and the Western atmosphere comes through really well. I also really liked the reloading animation.

The dark atmosphere and the  voice on the radio really help sell the seriousness of the situation.

HP goes down so quickly that I haven’t made it very far yet, but I like how that turns confronting the danger into a strong motivation to keep going.

Thank you! The game feels much clearer now, with a stronger sense of progression and a more defined goal, so it feels like something I could keep playing for a long time.
Just as a small personal note, I’d be happy to see a volume control option someday. That first shot always startles me a little.

The way the controls and visuals worked together expressed the jam constraint really well.

It was fun to watch everything get more and more broken as effects stacked up.
I also loved how chaotic the paint bug felt

The music and the very primal presence of fire create a strong sense of urgency, and they really made the situation feel dire. I also liked how the seamless screen transitions and the ability to collect water just by moving close to it fit the game so well without getting in the way of its core loop of finding fires and putting them out.

It took me a while to realize that I could catch fire too. It might also be fun to throw water on NPCs running around while on fire

When the player froze while trying to escape, I could really feel how bad the situation was.
The pacing of shooting down zombies felt just right, and I really enjoyed the Western vibe. Thank you!

Thank you! I’m really glad the chaos came through and that the game felt true to the theme.

Thank you so much for playing! I’m really glad you liked the concept.

Thank you! I’m really happy you noticed the characters’ different personalities. I was trying to make each one distinct while also letting their combinations create even more chaos, so your comment means a lot to me.

Thank you so much for playing and for the thoughtful feedback! This was my first time making a food-and-drink service game, so I’m glad that stressful feeling came through. I originally had it set up so customers would take the plates themselves, but I changed it because the guests in this saloon didn’t feel kind enough for that. I’m really happy that the stress still felt fun overall.

Thank you! I’m really glad you enjoyed the chaos. Your solution felt very fitting for this ridiculous saloon, and it made me laugh :)

Thank you so much for playing and for the kind words! I’m really glad you enjoyed the idea and the way I used the limitation. I also really appreciate your feedback about the timer — I was struggling to find the right balance between “not enough” and “too much to handle,” so your comment was very helpful.

That score is wild! I can only imagine how completely chaotic the screen looked by then. Thank you so much for having that much fun with it!

I’m genuinely impressed by how refined the game mechanics are. There’s something beautiful about them.

I could really feel how the design leads the player to bring about their own collapse and lose their grip on things.

The variety of characters and their unexpected behavior kept me playing longer than I meant to.

I especially love swinging around the enemies that go flying off into the distance

Making reloading all about scattering bullets turned it into a surprisingly fresh experience. It’s a brilliant idea. 
It looks awkward at first, but dragging the bullets in feels smooth and satisfying, like they’re being pulled right into place. I really liked how that felt.

The animations and transitions are polished and charming throughout. I really liked that!

I loved how the big duck moved — it felt both realistic and adorable.

Once I realized Freeze gave me a way to fight back against the duck, it made the game a lot more interesting. I thought that matched the system really well and made it even more fun

Thanks! I’m really happy you had fun with it.

(2 edits)

This is really good! The flowing particles and the crystals that signal danger made Freeze feel really present throughout the game. I also thought the mountain rescue setting was a great fit, because it made the whistle feel much more believable and real.

GG! Thank you so much for playing — I’m glad you enjoyed the cute sheep chaos :)

Thank you so much! I’m really happy you had fun with it.

After a few runs, I got better at controlling the soldiers and was finally able to win.

I ended up building paths so I could reach the whistle no matter where it spawned, which made it feel like a really important object for me.
I had a lot of fun with this.

It was a bit hard to tell which dice had become stronger and by how much, but honestly, watching the numbers keep getting bigger was still really fun.

I also really liked how consistent the game’s overall style felt.

The time limit and immediate feedback made the trial-and-error process really fun. It kept me thinking, “Next time I’ll try this” or “Maybe I should do that instead.”

The referee and the playful voices also created a really unique and oddly enjoyable atmosphere

I had a moment where I thought, “Wait, was that an example hidden over there?” but I guess not. Making the whistle is definitely harder than I expected

I really like games where you cooperate with your past self, and I loved how this game made that idea feel like a natural part of its Freeze theme.
The background, realistic snow, and calm BGM all worked together to make Freeze something you could feel throughout the whole game.
I also liked that the game seemed to offer alternate solutions from time to time, which helped me keep playing all the way to the end. Thanks for making it

I really loved the ripple effects and the floating ice crystals.
Along with the sound of the ice breaking, they made the game feel very calm and soothing to play.