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wibwam

64
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1
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A member registered Jan 31, 2025

Recent community posts

This would be so cool with multiplayer! (with split screen or a smaller map?) It would also be cool if after defeating the first enemy, you had to face two enemies at once!

I NEED MORE AHHHHHHH

Cake man so scary! Really needed some way to get around him though! Maybe if you could turn off your flashlight then he couldn't see you? Or some place where you could hide?

Super horrifying and the hiding and sound effects worked great! But I need a flashlight or something, it's so dark!

Your fire rate is pretty overpowered! And I was able to kill the guys basically as soon as they spawned in - maybe multiple spawning at once would help?

I really enjoyed the atmosphere and progression of mechanics! All of the characters were super endearing. My largest problem with the game is how it's tough as nails since the very beginning, with the platforming often feeling unfair. Even in the tutorial, my jumps needed to be absolutely perfect for me to progress. And when I fell, I often landed on top of spikes that I didn't know were there! It would also be nice if the gem magnet were base kit, as it's annoying to get every gem since you're constantly jumping.

A strong foundation for a cool game! I found there were many ways to easily cheese the game - perhaps giving the enemies some capability to build and destroy could make it more engaging?

I found the premise very intriguing and was impressed with the amount of content in the game. I wasn't in love with the idea of enemies spawning right on top of me - it didn't give me any incentive to go out and explore the world. Some visual clarity on enemy attacks would have also gone a long way, as I was never quite sure if I was successfully dodging them.

I found swapping between these different characters to be super engaging! Although the ranged ones could get a little bit boring as I never had to directly engage with the enemies. Maybe this could be remedied by having enemies that also shoot projectiles or cast magic?

Unbelievably charming! I love the enemy progression, and the gauntlet room was super unexpected and cool! Unfortunately, I ran into a bug when I jumped into an enemy, making none of my controls work anymore!

I loved the music and atmosphere of the game. And the player had a surprisingly robust moveset, which went a long way in keeping the game interesting! There were so many unique enemy types and new abilities I discovered, making the game never feel repetitive.

As someone who loves combat in metroidvanias, I was a little bit disappointed that some areas felt like I was required to run past all the enemies. I unfortunately wasn't able to complete it because I ran into a bug where two of me spawned in and I was trapped in an infinite death loop.

The mummy was pretty terrifying! Although I wish I had some clue as to which direction I could find the keys - I thought the torches might be a hint, but wish it was more obvious.

Absolutely terrifying! The dialogue added a lot to making the game super charming, and I loved the giant peanut! The duck was perhaps a bit too difficult, as it seemed to always be following me (perhaps some stealth mechanic could help with the difficulty)

KOTAKU 10/10 (Why is this game so relatable)

It's pretty annoying how quickly the boss regenerates health, making it maybe impossible to beat...

It all just feels a bit tedious - I really wish there were some way to tell the correct door! Because of how random it is, your puzzle mechanic of the bridges doesn't account into which arrow I press at all (I'll just press random arrows until I find the right one and memorize the arrows instead of the doors). If you remove some of the randomness, it could be a really cool puzzle game!

Just so immensely satisfying! I would note that I never quite felt like using my long attack - it could use some work to flow better and feel more powerful.

I found it to be very fun, but not as repayable once new things stopped being introduced, as the game could use another mechanic to keep it interesting (it got a bit tedious once I ran out of abilities). It was annoying how enemies could shoot through walls, often ruining my runs. I almost wish it were level based, so I had a clear objective and opportunity to reset my abilities.

I would love a health system so that I'm not punished too hard if caught off-guard! The enemies could also use movement patterns - like zigzag or basic evasion.

It would be cool if some additional challenge were introduced - like maybe a bird trying to steal the egg or knock it off?

I escaped without the enemy ever noticing me and only saw them right before the end of the game. It would be cool if the enemy were a more persistent threat throughout the game so I'm more likely to have a confrontation.

Sometimes I just didn't feel like I could beat a level with the tools I was given, and so I would restart until I did

Enemies and combat in a Sokoban game is such a cool and unique concept! It would be cool if the enemies were tied more to the Sokoban puzzle-solving aspect of the game - like maybe you could use the enemies to somehow solve each puzzle?

Very visually impressive and the level generation mostly worked (sometimes the doorways would get blocked). The game felt overscoped - like it could benefit from some stuff being cut to make the game less confusing (I wasn't exactly sure what my objective was). I also wasn't in love with the turrets and spikes - they felt less threatening than a chasing enemy would be, so I often just ran past them without a second thought.

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The game feels just incredible to play - the juice! If not a bit easy. The TNT is often overpowered - maybe i1 shouldn't just insta-kill everything. The final boss was somehow easier than any individual enemy, as I just had to spam attack it and it died.

It was all very well made, although perhaps a bit lacking on the enemy design. The green slimes always posed a sufficient challenge with their projectiles, but none of the other enemies came close to being a threat. It would be cool if each enemy posed their own unique challenge in the same way that the green slime does with its projectiles.

The combat and upgrade choices felt meaningful, and I loved the rooms with enemy variety (preferring them over rooms with too many of one enemy type)! I often found it difficult to navigate - some markers on the map would be helpful, like showing undiscovered rooms and discovered rooms with chests. Each room also looked identical - I really needed something to set them visually apart, like some torches or props.

I wasn't entirely sure what was going on with combat - some more tutorialization over the mechanics would have been helpful!

I found it very chill, and the music fit the vibes perfectly. I wish there was perhaps an extra mechanic to the game, like maybe your car can also jump across gaps?

I wish restarting didn't give me a random set of tools, because I found myself constantly restarting for the chance to get something I feel I could work with. It would be nice if the tools were set for a level, or I could choose which ones I wanted to use.

By jove, you madman! At first I really wanted a tutorial, but I quickly appreciated having to figure out combat like a puzzle. It would have been nice if there was some time pressure, as I began taking combat too slowly. The visuals could definitely get out of hand, sometimes making it hard to tell what's on screen - make it could be toned down a little.

I found it really enjoyable! I loved the enemy and upgrade variety, it was all very well made. What I really appreciate is how fast the game goes, which is a nice contrast to slower more time-consuming games like Vampire Survivors.  I would have loved some sort of twist however - something to make it unique and stand out.

It's incredible how this was made in such a short time! I could totally see this being a full game! The weakest part for me might have been the items - the game was too short for me to find any favorite combo, as I would get a new item after basically every fight! Perhaps a full game would allow you to attach different items to each of your creatures and allow you to sell and buy your items!

There was a truly surprising amount of depth, with so many unique items and enemies! It took me a while to find my first shop though, making a large chunk of the game very difficult. The final boss fight also seemed a bit rushed, with all of the enemies just thrown into a room together.

I loved the fundamental combat and enemy design! Would love more upgrades other than stat modifiers - like maybe more ricochet, more ammo, multiple shots, etc.

I found it to be quite inventive and enjoyable! With some polish, all of the enemies could feel really cool, and the art style was refreshing. The main thing holding the game back is its length. There isn't enough variety in both enemies and upgrades to keep the game engaging for the length it takes to reach the boss. Each room also became a bit of a slog, as more enemies with more health would keep on piling up - I would rather have enemies that are more challenging than just being bullet sponges or overly hard to hit.

This is so much infinitely more enjoyable than the mobile slop it was inspired by! I would pay to have this on my phone. Honestly, all I would really want is more varied objects, a shorter timer, and the option to make the objects fall faster. You see, after I messed up my tower early on, I just found almost everything falling off and it being almost unsalvageable, making me just want the run to end or for me to get something good enough to keep on going.

Very visually impressive and I could tell there was a lot of strategy and synergy this game could potentially have. I just wish the enemies slowly ramped up as the game progressed instead of all just showing up at the end. What I ended up doing was just transforming every single building as soon as the enemies came and then waited until the game ended and I won because there wasn't really much balance. With a little more effort, this could be super fun!

It's like that snake game but if you controlled multiple snakes simultaneously! More levels would definitely be cool, along with improved enemy AI on each level (and maybe multiple spawn locations). It would also be cool if some pieces did different things, like some moved faster while others were larger or can teleport.