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Y7

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A member registered Jul 20, 2025 · View creator page →

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theme: not bad, evil cube is a solid idea.

Polish: The game is decently polished, the background music was a little annoying, but the sound effects were good.

Art: The neon look is really good; the flying objects were a bit distracting, but the game looked good.

Concept: it took me a while to understand, but the idea is good. It needs some adjustments, but it's not bad.

enjoyment: once you understand how the game works its actually kinda fun, it's hard to see a little, but the gameover all it good.

theme: nice idea, it's like a tower defence game but in a different way.

Polish: The game is actually well polished, the jumping bones were fun to click, and the game was smooth and didn't have any bugs.

Art: I really like the 3d models, they were simple and cute.

Concepts: it's a good concept, it focuses on strategy, but it lacked a little

fun: it was fun but it lacked some more strategy into it, since bones are infinite, you just need to trap him and spam click the bones, im pretty sure with some additions to improve on the strategy, the game would be really fun.

theme: it's simple, not bad, the name said it all.

Polish: I like the screen shake and sound effect, but the game does miss some polish. 

art: I like the art of the game, especially the tree; they add a lot to the feel.

Concept: It's a simple concept, pretty sure it would be more fun if you added things like upgrades or different enemies.

enjoyment: the gameplay was simple, not bad for a 1 week gameja,m but with time, adding things like different weapons, enemies, upgrades, the game would become really fun.

Same thing here, I had a lot of good ideas for my gam,e but 1 week is just really tough 😅 for a one week gamejam you did really well.

theme: flipped the table, you are the one fighting the hero, not bad.

Polish: it missed some polish tbh, I wish there was soundeffects when popping the circle, but the particles were good.

art: simple art, not bad.

Concept: It's a simple concept, yet it's kinda fun.

enjoyment: I thought it was boring until I tried a harder difficulty, it was challinging it fun.

theme: I like the idea of acting for good, but in fact youre th one who caused the war, it's simple yet good.

Polish: while it didnt havethe best polish, the game was smooth, and it didn't have any bugs, other than the actual bugs of course.

art: love the art, the world looks good, the bugs, and the main menu and cutescene, one of the best so far.

Concept: its bisacly a tower defence game, but I like the idea of upgrading your stats as well, like damage and speed.

enjoyment: it was simple yet fun, I really wanted to try the new tower, but it seems like you didn't have time to add it.

theme: very good idea, I really liked it.

Polish: The game was smooth. I like the camera effect when you look at people, though I wish the background sound effects stayed for longer.

Art: I love the 2d art, and the ps1 style 3d models we have as well, very good.

Concept: It's a very good concept, it's simple yet fun I like it.

enjoyment: the game needed a lot of walking and its wasnt very clear on what you need to do, but the gameplay was fun once you understand and try to avoid looking at people while searching.

theme: very good implementation, instead of straight up villain, it's about morality.

Polish: very good, it was smooth, no bugs, while it didn't have great juice, but it's not a fighting game, so it's not really needed.

art: amazing, the best so far, the art was amazing, the main menu, the background, and liquids, everything looked so good.

Concept: I like the concept of morality; it makes you think deeply while playing.

enjoyment: the narration was amazing, the voice acting at the start was verygood, while im not a fan of narration games its was a great experience.

theme: I mean, it's obvious in the name, path of the villain, not bad.

polish: very well polished, it felt good, it was smooth, and didn't have any bugs.

art: The best thing about this game, while the background didn't really fit, the characters, players, menus, and everything looked really good. 

concept: its a simple concept, dodge and attacks, but very well made, very nice.

enjoyment: the gameplay was simple yet fun, the enemies were good, and the gameplay was smooth. very good.

theme: very well done, love the idea of thinking you are the hero just to realize you are the villain.

polish: very good, it was smooth, no bugs, it felt good to play.

art: love the art, especially the cutscene, they are very well made. Very nice

concept: it's obviously undertale insipired, but I like how you added your touch to it, and the story was very good.

enjoyment: I surprisingly really enjoyed it, the gameplay was short yet really fun, the story was interesting, it really liked it.

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theme: it's a nice idea, stealing the kids and running from the mom, fits the theme well.

polish: it's simple yet well polished, no bugs, good sound effects, smooth gameplay.

art: it might not be the best, but its simple hand-drawn design is really cute, especially the cows.

concept: While shooting to platform is not new, running away from the mother cow afterward was a really good touch and added a speedrunning aspect to it

enjoyment: I love platformers and this game did it well, it was smooth, the speedrunning was fun, trying to memorize the level to know what is the fasting way to return, very good

theme: very good idea, flipping the table, you are the enemy in a tower defence game, I like it.

polish: very well polished, simple yet good design, no bugs, the main menu was good as well.

art: love the art, it's cute, it's simple, I assume its handdrawn, very good.

concept: I really like the idea of upgrading, it gives a feeling of progration, it adds a lot to the gameplay.

enjoyment: I really enjoyed it, dodging, shooting, upgrading, it's simple mechanics, yet so fun. 

i love how you get a sad, dark-toned intro just to see the most silly and cartoonish game art

I wanted to do something similer but the deadline didnt give me a change, maybe in the future, thanks for the support😊

thanks, im happy you liked it😁

Innovation: what an idea, water acts as both a health bar and also affects your surroundings, very good.

execution: While the gameplay was slow, and it had some minor bugs, for a game this big in a 2 week jam, that was very impressive.

Polish: probably the most polished game so far, menu, sound effects, tutorial, world, interactions, 3d models. It's so good.

Innovation: what a good idea, trying to figure out how to fix the car mid-driving was really fun.

execution: The steps were simple yet fun. Having to drive the car while the AI is disabled is really good, I like it.

Polish: the 3d models were simple yet good, the game didn't have anybugs and it was fun to play. 

Innovation: incredible, the best so far, the idea is amazing, I thought it would be a typing game, I was shocked to realise I had to actually speak, the idea of changing words was so cool.

execution: The game worked so well, though sometimes the words felt laggy, giving the ability to control the speed of the words was a nice touch.

Polish: small things like voiceover and ads on the screen were a nice touch, the 3d models were good as well, I love it.

Innovation: the idea of mixing attacks with rethum is cool.

execution: The gameplay was fun, but it lacked a lot tbh, since there was no punishment for missing the beat, you could just spam the attack button, enemies were repetitive, the upgrades were nice.

Polish: the pixel art is really cool, the background was nice, but it lacked collisions, it was funny walking on top of the building 😅, also you could make killing enemies more satisfying.

innovation: good idea, mixing the hard movment of games like getting over it with upgrades and boss fights.

execution: the gameplay was fun, the abilite and upgrades added a lot of fun to the game, though the collisions were a bit janky.

polish: I love the art, the apple design in the gamepage reminded me of suika from dr.stone, the music was a but annoying but the sound design in general was good.

Innovation: the game reminded me of Ultrakill, the vibe and gameplay were so good, but I don't understand how it fits the theme 😅

execution: The gameplay was fun, the sliding was smooth, it was annoying to move fast then get stuck at a door and kill your momentum. Tbh it took me a minute to relize I have to kill the enemies and not just dodge them lol.

polish: the love the vibe, really good, the old screen look was amazing , the heath bar at the top left was a very creative HUD, though it was a bit plinding, and I got stuck after a while, enemeis death wasnt satisfying, but the movement was. great game

Innovation: the idea of eyes to avoid was so cool and scary, I love it. 

execution: The gameplay was very fun, the game felt smooth, it was hard to search for the screw while also trying to avoid the eyes, but it was a really fun experience.

Polish: When I first saw the game cover, I thought it was going to be a 2d game, so I was confused that it's a 3d game, but when I saw the mix of 2d and 3d in the game, it was amazing, the 2d well drawn eyes and monster with the 3d models of the ship were very beautiful.

That's very brave of you, and the fact that you made the game in only a few days is very impressive, im sure you're going to do even better in future jams 😁

I totally understand, the fact that the game was smooth and had no bugs broves that. but what do you mean " I only spent 2 days I had of the jam time to work on the game" did you start working on the game at the last 2 days?

thanks im happy you liked it😊 The problem is most of the time was spent on the characters and their abilities, not enough time was spent on the enemeis so the combat feels repetitive after a while, also I added to much levels,a few good level is much better than a lot of repeated levels.

im happy you liked it😁 I wasn't a Xayah player tbh but maybe i was inspired by it for the attract ability without realising.

The raven was a mix of fling and attract (the blue and purple fragments) 

You can try different characters by choosing different abilities/fragments 

fling and attract (blue and purple) raven

There is also 

fling and burst (blue and orange)

burst and attract (orange and purple)

you dont have to play the whole game, just try the characters through the tutorial room, and im sure you're gonna enjoy them 😊

what do you mean by "not-so-pleasant experience", fun wise this game was really fun, I love roguelikes/lites and games that make you upgrade and evolve, this game did it well, it was just rushed in a 2-week deadline, like every game in this jam. and im sure with time and effort this could be a great game 😊

I totally understand, for your first game jam this is good, the game is good and you said yo are learning blender and thats amazing, as long as you learn from your mistakes and keep making better games with each jam youre going to be a great gamdev on day if gods will😁
for the dialogue bug, I dont use unity but for me I make a persistent object and call it Ogame, and give this object all the calls that I want to conrol the game overall, id make a variable and make false, after finishing the dialogue it becomes true for the rest of the game, if you made the variable in the player code, it will reset and become false again after each daeth so the dialogue will never stops, but if you make it in a seperate object it will stay true for the rest of the game.
I dont know if you tried that, if not try it out and tell me if it works 👍

😂😂

innovation: the idea of mixing type games with a tower defence is cool, I like it. 

execution: The game was smooth and didn't have any bugs, but the gameplay was kinda boring and slow. Maybe if you add things like upgrades to not make it feel repetitive, it would be awesome.

polish: I really liked the pixel art, the explosions were satisfying as well. very good.

techinqly there is a deadline in a jam for a reason, adding a link inside the submission is kinda cheating, but let's try the game
innovation: very good idea, mixing the keyboard and mouse in a platformer is amazing, and I really liked the strings, it's so simple yet so creative.

execution: While the platform ideas were good, they were not done in a perfect way, the colored blocks were frustrating timer jumps, and the creative good idea of strings wasn't used enough, overall the gameplay is good, just need few adjustments.

polish: I like the simple blocky artstyle, and the sound design was good as well, though the game was a bit laggy. and the platforming wasn't the smoothest, the game overall is really

innovation: the idea is good, mixing a horror game with card games, and the idea of a monster for each floor was good, I like it.

execution: I dont know why the character is so small😅, the gameplay is good, but the flashlight is blinding and the dialogue repeats with every death, which gets annoying after a while.

polish: I assume the comic at the start, and the voice-over is AI. It's good, I like that you added a cutscene, but it really raises the expectations of the player just to see simple 3d models after a good cutscene. 

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innovation: while it's not a new puzzle, adding the 3d aspect of rotating the block was really cool.

execution: the game is really short, I assume all of the time was spent on the art. It does say demo, so I assume you are planning to continue working on the game, though I don't know what the deer have to do with the lighthouse 😅

polish: the game is amazing when it comes to art and sound design, the blocky art style and the sharp water is beautiful.

thanks im happy you liked it😊 The core idea of the them is that the characters are built differently depending on the abilities/fragments. I tried to make each character as fun and unique as possible, so most of the time was spent on the characters and their abilities and tutorial. The problem is that the enemies aren't that interesting, which made the combat feel repetitive. I should have added fewer levels, more levels don't always mean more fun, especially if the enemies are the same. I hope I can expand on it by making more fun and interesting enemies 😁

innvoation: I liked the idea of upgrade carts, you took a simple upgrade system and made it even more strategic, especially with the turrets, you had to choose a good spot.

execution: the game was fun and casual. I wish I had the ability to shoot myself and the turrets were the only ones with the autoshoot, but overall it was fun.

polish: the gameplay was a bit laggy, and the 3d models were simple, but the main menu was good, and the gameplay was fun.

innovation: the mix of Tetris and puzzles was good, I liked it.

execution: The drawings were nice and gameplay was fun, though it was laggy.

polish: the game was simple and fun, other than the laggy movements and the lack of a tutorial, it was a fun casual game.

ahri? we found ourselves a lol player 😂

thanks im very happy you liked it😁 the main core theme was the different characters built through different fragments/abilities, so I tried to make each character as different and unique as possible. What the game lacked was interesting enemies, other than the 4 zombie which were just the same enemy with different sprites and things like damage, speed, health, etc. There were 2 skeletons, which were kinda interesting compared to the zombies, but in general, having boring enemies made the combat not that interesting overall. I hope I can expand on it by making the enemies more interesting and fun.😊

Innovation: the idea is good, it seems to have a good premise, a mix of quick time events as attacking abilites is cool, kinda reminds me of ex33 mix of combat as turn-based.

execution: the art style is amazing, I loved it, though it kinda seems like the main character doesnt fit it surranding, maybe because the art is unfinished doe to the deadline. unfortunately the gameplay was very laggy, everytime I fell out of the map I had to close the game, I always add an "auto kill" button incase the player get stuck, and flying enemies kept flying outside of the map so I wasnt able to beat the first level, and the platforming didnt feel good, it hard to nail both combat and platforming in a short deadline.

polish: the game seemed more polished in the images than in the game, I had to smash buttons to realize that E and Q are abilities, and I didnt know W was an attack until I checked the game page, and the main character didnt have any animation, even though it showed to have a dash animation in the photos, also the game didnt have a tutorial so I had to guess that shift is dash and there is a double jump.

overall: the game has great potential, but it seems like the scope was too big for a 2 week jam😅.  

innovation: I liked the old computer vibes, the idea was good, adding upgrades made it even better.

execution: the game player was fun, but a bit confusing, I like the idea but it does git repetative after a while.

polish: the vibe, sound effects and art style were really good, I like it

im happy you liked it 😁 the core idea of the theme was different fragments/abilities building different characters, so I tried to make each character as unique and different as possible, unfortunately not enough time was put into the enemies, which made the combat not that interesting overall, I hope I can expand on it and make more interesting enemies😄