Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Whispered Muse

50
Posts
A member registered Aug 03, 2025

Creator of

Recent community posts

Wow, thanks for taking the time to write out such detailed feedback! You do make some very good points, we were fully intending to have the boss be beatable without upgrades but in the rush of the jam we never fully tested to make sure that could happen. In the end, we weren't expecting anyone to actually be able to do it, so we didn't make it our focus. That being said, I do agree that in an ideal world the boss should always be beatable without dying.

I appreciate the feedback on feel and balance as well, definitely something to keep in mind if we decide to work on this again. I can definitely understand the frustrations you've brought up, there are certainly areas that could be improved with more tweaking. Improved movement, attack telegraphing, or a more complex boss AI would all help the game feel more fair, while still retaining the feeling of impossibility when first starting. We've learned a lot from this game and I appreciate everything you've added here.

Thanks for playing!

This is the most stressed out that I've felt playing a game this jam, and I say that as a compliment. Everything about this game seems to scream that this was very much an intentional choice, so well done! The red backgrounds, the music, the screaming, it all felt so completely unwelcoming, and yet I wanted to keep playing. I am very much not your target audience, I'm not a platformer player at all, but something about this one made me keep going. The style on this one is something else. I made it to the world with the keys before I had to give up.

I will add two small bits of feedback though, in case you plan to work on this one in the future. Firstly, the second jump on the second "unholy speed" level felt far more difficult than everything else in the game. I died a good 60 times there, it felt like sometimes the jump just worked and I don't know what I did differently to succeed. I'll include a screenshot of the level below for reference. Secondly, something about the music in the "Maw of Hell" was just a touch over the line from unsettling to downright uncomfortable. I can totally see what you were going for, I actually really like the feel of the piece, but I think the notes were just a bit too sharp on the ears.

Overall a fantastic game, this is easily one of my favorites of the jam. Well done!


Thanks so much for the kind words, I'm glad you enjoyed! Thanks for playing!

I loved that this immediately became a bullet hell of my own making, I learned quickly after the first loop to not shoot for no reason. I do wonder if incentivizing the player to kill things would improve on the concept even further, maybe by making the upgrades after each round cost points? I feel that the best strategy currently is to run away from everything rather than create more bullets for myself to dodge later. That aside, this was a lot of fun regardless, great work!

Great to hear, thanks for playing our game!

This is a really great game, I love the concept and it's executed so well. Such a creative take on the theme! I'm a bit shocked at how much of the lingo I did know, but sometimes I really had no idea. The cringe/mid/goated sound effects and animations were great, such a small detail that adds so much to the game. It also made it very satisfying to get one right! Love the narrative woven into this as well, I wasn't expecting it to become so wholesome. Well done!

Glad you enjoyed, thanks for playing our game!

First of all, the tutorial in this game is perfect. Simple, effective, no text needed to explain the core mechanics of the game. Loved the art and sound design in this game as well, the style just felt great as a whole. I personally was a fan of the bow, where I could sit up on the higher platforms and shoot everything from above. The one bit of feedback that I have is that it would have been really cool if the enemies recognized that they could loop around the screen somehow, and used that direction to get to you if it's the shortest path. As it is now, I was able to really mess with the enemy AI by staying right on the edges of the screen and hopping back and forth. That was very entertaining in its own right, but I think it would be a neat feature for the enemies to use that looping aspect more. Great work!

Definitely agree with you on the UI, we didn't worry about it for the sake of simplicity and time but I agree that it would have added to the style if everything was pixel art. Including pictures by the upgrades is a great idea, unfortunately not one that came to mind while we were making it! If we ever work on this in the future it would be a great feature to add. I'm glad you enjoyed, thanks for playing!

There's a lot in this game for a four day jam! Loved the music choice, the contrast of the intensity in a game about bunnies somehow made it fit really well. The polish also feels really nice for the amount of different things going on here, which is hard to get right. My main feedback is what others have already mentioned, that the intro tutorial is a lot to get all at once. That being said, I understand that it's much easier to put the whole tutorial into one section when working on a tight time limit. It also would have been nice to not get a popup on every feeding, maybe just a little "+1 speed" animation that goes away after a second would have worked just as well. But overall a great game!

Thank you for the kind words! It's great to hear that tying the attack to an hour was an interesting and helpful mechanic. Thanks for playing!

Loved this game, such a great take on the theme and it was fun to compete with players of the past! Seeing the paths of the next best players is a fantastic idea, it encourages the player to improve and compete, and I'm sure it's the main reason I played as long as I did. The physics feel unlike any other racing game, I never quite felt like I had control, but I think that's part of the fun of this one. This is a really polished game, and I especially loved the death animation. Fantastic work!

Ahh, that would have been a great addition to the stats! We didn't think of it at the time, we had deaths in mind as the main score of the game. Maybe if we decide to work on the game post-jam!

The music is intended to slow down when dying, and speed back up after leaving the shop. Is that what you're referring to? If not, I'd be curious to hear how music is broken because we never encountered anything like that while testing!

Thanks for playing!

There are some great interactions in this game! I think my favorite is when I had the money racket and the horizontal moving ball, and I would just hover on the goal line right above the ball. It would cause it to hover back and forth over the goal line since it couldn't reach the racket, which was quite amusing! The black hole racket is quite powerful as well for making the ball do circles over the goal. The bounce physics were a little off though, sometimes hitting the ball with the racket would cause it to slow all the way down. I had fun with this one!

I'm glad you enjoyed, thanks for playing our game!

Loved the narrative that this game brought, it's a really creative use of the jam theme! The gameplay was intuitive, although it was harder than I was expecting and I ended up losing 2/3 battles. I did encounter a bug where I had a unit (a cannon in the second battle) waltz through the enemy and attack their base directly, completely immune to all of the attacking enemies. It was quite amusing though, and probably the only reason I won that battle. Overall a fun game!

I'm glad we were able to capture that feeling of beating the impossible! Congrats on finishing the game, thanks for playing!

Thanks for the feedback! I'm glad we were able to strike the balance between frustrating and motivating in the game loop, and that the feel of the shield worked for you! Definitely agree that providing more indicators on the upcoming attacks would have been a great bit of polish to add. Congrats on beating the game, and thanks for playing!

Loved the theme and vibe of this game! This is a really great idea, though a bit confusing to figure out even with the tutorial. I needed to restart after the first time, I bought a bunch of cooks and dishwashers without realizing I needed to place them after each purchase. I ended up with no money and no staff! After giving it a retry though I was able to figure it all out. I did end up somehow locking myself out of being able to place any path at all, because it would always end up going through at least one table I think. That was the end of the run for me, but I had fun up until that point!

I appreciate the feedback! You're not the first to comment that they didn't realize that they couldn't move up, but I hadn't realized the perspective on the art style was the issue. I can definitely see how the game could be perceived as a side view now that you've pointed it out though! Thanks for playing!

Such a cute and creative came! It's surprisingly difficult to come up with good poses in such a short amount of time. Loved the art style, and the game is really well polished. I also loved the tiny fireworks whenever you clicked around on the main menu. Well done!

Having lost track of time is a great compliment, I'm glad you enjoyed! Thanks for playing!

I'm glad you enjoyed, thanks for playing our game!

A really creative take on the theme, and having any sort of flight simulator set up in the time of a jam is impressive! I did really struggle to even get lined up with the balloon when it came to that part. Without having some sort of rudder control it's hard to turn and stay oriented at the same time, I had to go nearly upside down at times to turn the way I wanted to! I still had a lot of fun just flying around though, good work!

To be compared with Hollow Knight is a high compliment! That's a great score too, thanks for playing!

I stayed engaged with this one longer than I was expecting, the cycle of upgrading to make the game harder but earn more points is great! Maybe a skill issue, but I found the runoff task way harder than anything else, I was already struggling after one upgrade. There's a lot going on here for such a short jam though, good work!

I haven't heard of that game, I'll have to take a look! Thanks for playing!

Thanks for playing!

Thanks for playing our game!

Really creative use of the theme, and of unique mouse controls! The assist options were very much appreciated, I'm not sure that I would have beat the game without them. I had some good fun swinging the mouse for a while, but it was nice to be able to turn on the assists so I could see the end of the game. If I could offer one suggestion, this is a game that would really benefit from Itch's fullscreen option, I often missed swings because I accidentally clicked outside of the game window!

Fantastic art style, I loved seeing the scene slowly come to life with color! A simple concept that made for a relaxing few minutes. The nature sounds were really nice as well.

The art style of this game is fantastic, the 3D effect on the slug is especially cool. The different assets work so well together to form a cohesive style! Loved the music as well, it was very fitting for a game about a slug. I also loved the mechanic where you need to go back and eat your fallen blobs in order, it made for an interesting decision making process during the gameplay. Well done!

This is a really interesting idea for a game, it's unfortunate about the time constraint because I could easily see this idea expanded into a really enjoyable experience.  As-is, I did enjoy seeing the little cars drive around in loops for a bit, although they don't seem to approve of me very much!

That's really kind of you to say, I'm glad you found the upgrade system rewarding! We did add the small starting room as a chance for the player to learn the controls, but the boss is so chaotic I can totally understand forgetting them once you get into the action. Thanks for playing!

Loved the atmosphere of this game, the art and audio were both fantastic! It's also nice to see a point-and-click in a jam game. One small detail that made a huge difference was the names on the wall of the cell, it added a lot of character and I always stopped to read the name of the person I had just gotten killed. I managed to beat the game with 11 deaths!

My only nitpick would be what others have already said, it would have been great if there were even more persistent elements since you do end up going through the loop so many times. The button that opens the first door would have been a great one to keep permanent! Overall though, this was one of my favorites so far, fantastic job!

I'm glad you enjoyed it, thanks for playing!

This is a good start for a first release, I like the concept for the game! I do agree that the jump feels a little floaty, but I think that might actually be because of how zoomed-in the camera is. If it was a bit more zoomed out we could have seen the world a little better.

I'm glad you liked it, thanks for playing!

Amazing game and a creative take on the loop theme! The game was really engaging, I love a good deduction game and this scratched the same itch. I appreciate the red herrings, it was very satisfying when my suspicions that the answers was too easy were justified once I found the right ones! Ended up with a perfect 4/4.

It's also super impressive that this was done without an engine, fantastic execution! Would definitely come back to this if you did decide to add more content in the future.