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Bad Piggy

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A member registered Aug 01, 2019 · View creator page →

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Took me 2 playthroughs to get this ending because I exceeded the count the first time. On that note, I have to say that I did enjoy this game quite a bit

Absolutely love the atmosphere you created here. Sound and visuals are absolutely on-point. Also loved how well written the descriptions were. They painted a pretty damn good picture of how the situation of the town was escalating as we got closer to the time of atonement with the presence of people like the boy who could tell what was happening, or the witches.

On that note, I'd say the overall idea behind this is damn good and interesting way of making you the villain so to speak. I loved how important it was to weigh " good " and " bad " choices beyond just their base morality, but also whether they would benefit the final atonement.

However, while I think the ideas of this game are extremely interesting, I'm a little torn on the execution. The main reason being that since your outcome from a choice is random, it basically removes any of that aforementioned interesting decision making. It doesn't matter if we burn the witch or not since both choices might lead to us gaining or losing people.

I think having multiple answers for your choices in this game would have worked if there were other factors that you had a choice in, but unfortunately the current system is a little too random for that.

All in all, I'd say this was still a pretty cool experience all things considered. Cool stuff here

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This definitely needed more levels, though I have to say that what is currently here is fantastic none the less

Right off the bat, I'll just say that the game looks gorgeous. The audio is pretty fitting as well

The main mechanic itself is pretty damn clever in both how you've implemented it, but also how simple it is. Love how you didn't even really need to explain that you can pick up parts of yourself that you left. It's more or less implied through the second level after the tutorial.

That said, I do wonder what more levels and puzzles would have looked like since this game is kinda begging for more mechanics to ensure that it doesn't get too repetitive. The 3 levels that are here are cool, but the 2nd and 3rd basically feel like the same puzzle so to speak.

I also feel like the camera was slightly clunky. Maybe a fixed camera could've helped in some places, though I'll admit that I'm just nitpicking at this point.

All that said, very damn solid game that you have here none the less. Frankly even I had more ideas for my game, but couldn't flesh them out in time and as a result, my game is basically unfinished. On that note, I completely understand choosing to instead polish the base that you managed to make, and I'd say you did a damn good job on that

Good stuff

I got the clicker, virus and no money ending

For one of your very first games, I'd say this was pretty damn cool. Absolutely loved the look and feel of the game as well

Cool stuff here

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No idea what the hell I just played, but I know it was peak. 

Also how the heck are you able to render so much money without it not tanking the framerate ? lol

Anyway, I thought all of the mini games were pretty cool. Loved the physics involved. That said, I'm still not sure how to reliably do the bottle flip. Felt like I got it randomly

Either way, really funny and fun entry here

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Thank you for playing and for the feedback. I completely understand and agree with what you said about me playing it too safe with this game lol. 

Admittedly I had a few more ideas to give the combat system a little more depth based on the main mechanic, but I had two issues preventing me from really going further with them.

1. I realised I wouldn't really have enough time to polish those ideas, and that would it would probably be better if I kept the mechanics of the player simple. Just to ensure that anyone can jump right into the game as smoothly as possible. Unfortunately that also resulted in the game being a little too safe as you mentioned

2. The boss needed to be finished, but unfortunately even then, it's currently unfinished lol. It's basically missing another attack that it was supposed to do towards the end.

Frankly, everything about this game in it's current state is more or less only 30% of what I had planned, so I thought I'd try and polish what was there at the very least.

So yeah, I completely get what you mean about wanting a game that takes more risks to win. Frankly I hope the same lol

Thank you for playing and for your thoughts 

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I did re-use the sprite for the AOE attack indicator from that game, yeah

That said, about the only thing similar in terms of UI is the placement of the UI elements. The actual sprites are different

Thank you for playing none the less

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Beaten in 5:07

Very interesting game. Pretty damn polished as well

I don't really have any qualms, though I think the cranes maybe  moved a little too fast. Apart from that, great stuff here

Good score and thanks for playing :)

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It's kinda unreal how creatively simple these are

Portal snake might be my fav. The only one I have issue with is darkness snake. As you get bigger, I think the cone of visibility for the snake head is a little too small for you to be able to make split-second decisions

It think it would be better if it gets a little bigger depending on the length of the snake ( Or it starts a little bigger and stays that way )

Immersive-sim snake when ?

Also, downloadable version when ?

Very cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do them

That said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.

Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far though


Managed to get till wave 10 after a few tries lol.

I like the idea a lot. I also think the game that you've built around the idea is cool, though it could definitely use some balancing and additions.

I love the presentation though. Everything from enemies, to your skeletons, to even the player itself was pretty readable and intuitive, even when things were getting very chaotic. Also loved the various enemy types ( though I'm not sure what how the 2-headed enemies were different from normal ones ). That said though, I'm not really a fan of the audio.

In general, the audio felt a little annoying at times ( imo ). The music was fine, but a decent amount of the sound effects started to get a little painful to hear.

As for the gameplay, while I do like the overall loop, I think the base stats of the player could use some adjusting. I get that you kept the player slow so that the player can't just outrun enemies, but also so that they NEED to take cover around their minions so to speak. It's a cool trade-off to really make you feel like a glass cannon, which is effectively what a necromancer is supposed to feel like. That said, I think the player's base movement speed could be a little faster. Mostly because the pace of the game and the aggression of the enemies really requires it.

Along with adjusting the base stats. I think the player could also use another ability at the very least. It got a little monotonous waiting for the minion spawn spell to recharge. Maybe a teleportation spell to help with movement or something could help in this regard. It could also work on a cooldown and maybe allow you to teleport wherever you click at or something. I say this because some of the main reasons I kept dying sometimes was because there weren't any more enemies around to resurrect and I couldn't get to other corpses fast enough. This might be a skill issue, but I thought it was worth noting.

I think the variety of enemy types that are currently present is solid. I love how the enemies with the aoe attack force me to move around since I tended to stay in place in some waves . Though I feel like the amount of damage that they all do is a bit too much. It feels like you get insta-killed by almost every enemy if they get close enough. I think the damage they dish out could be a little more forgiving for the sake of balance.

On a side note, towards the end of this run I got the upgrade which resurrects all the zombies around you. Combined  with the fact that I was spawning 5 skeletons for every corpse, and it felt godly lol. The game also started lagging pretty hard because of how chaotic things became.

All in all, this is a very solid game built around a cool concept. Good stuff

A bloodlust mechanic was the first thing I thought of, yeah lol. It would definitely help to incentivise seeking out enemies

But, I'd say the first real issue that needs to be tackled is the general level design and how zombies can't really get you on cars and high parts of the level like that. All the incentives in the world won't really help much if a player can mostly just camp and the zombies keep coming

And yeah, I'd say a flying enemy type could definitely help in this regard ( or at the very least, an enemy type that can get you no matter where you are in the level ). 

Though I definitely understand not making more than 1 enemy type in the timeframe of a jam. Even I had ideas for 2 more enemy types for my game but had no time to make them lmao.

Colour tinting enemies does work as a good way to differentiate them though. Definitely something to keep in mind. 


First of all, love that aesthetic. You definitely got the visual feel for this game down. Also liked the humour. Really set the B-movie-esque tone pretty well.

That said, the strategy of jumping on top of cars was a little too OP. I could've just sat on top of a car for the entire duration of the time limit and I guess I would've won. I think the easiest way to prevent this would've been to have some of the zombies have a projectile attack or something

As a result, the game was a little monotonous because of this. Maybe if there was another mechanic to incentivise killing the zombies ( outside of the score ) it would've worked a little better

Still, when I did really try to engage with the game, it got pretty tense when I had to search for ammo elsewhere, or try to get it from among the other zombies. It was also pretty tense seeing an army of them coming at me all once

While I think the zombies looked great, they really needed some sort of indicator to show how much health they had. Especially when it felt like later waves seemed to have more health. Maybe you could've had the enemies flash red, or maybe just add a red tint to them to show that they're close to death.

All in all though, I'd say that this was a pretty solid entry though. Good stuff here

So far I've only been able to get to the 3rd stage with the red floors. Have to say that the game is pretty damn solid none the less though, and I definitely want to try to go further. ( Keep in mind that I've never managed to finish either dungeon or nuclear throne, so I probably just suck lmao )

Before I give any feedback, I have to ask. Is the sound for the player's weapon the sound for the shotgun from OG DOOM ? Just curious since it sounds similar

Anyway, the presentation as a whole is pretty cool. The pixelart for the various bottles is fantastic. I love how each bottle is both readable and distinguishable at first glance. Definitely helps since the game is pretty fast in general. The levels also looked great, though I wish the transition parts between rooms looked a little more distinct and noticable. Sometimes I overlooked them since they basically had the same sprite as the normal floor.

I do like how the screen having a broken effect when you take your first hit wasn't really that obtrusive. A good indicator 

I'm also not really a fan of enemies shooting from offscreen. This also kinda exemplifies the issue of how fast the bullets are as well. I realise that you're trying to get the player to use their time-slow ability more, but the game tends to feel unbalanced outside of this.

I think it's fine that snipers shoot at you from offscreen, though I feel their attack could've been indicated a little better. Maybe right before they shoot you and they stop trying to aim at you, the colour of their aim could change to yellow or orange or something to indicate that they're going to shoot. 

( Maybe just a skill issue on my side )

Outside of all that though, this was definitely a solid little rogue-lite. Loved the various hats and their effects. Great job on this one

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Thanks for playing and amazing score :)

I'm guessing you meant the stomp attack ? Admittedly it's main use is mostly only for air launching a knocked down enemy. I wasn't really sure what else I could do with it, but it seemed a decent option if you needed to quickly launch an enemy and grab and throw them maybe


Apologies for any bugs you experienced. Thanks for playing once again

Thanks for playing and great score :)

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the milkman cometh once again and has delivered peak

As awesome as I think this is, I also think the readability of the game is impacted tremendously with how pretty much everything is the same shade of red-ish-pink

Also not really a fan of how enemies can spawn on the player

But for something made in 36 hours, PEAK. Both the gamefeel and presentation in general are to die for

Thanks for playing and amazing score :)

No idea how you manage to cook up peak whenever you make a game ( and in 5 hours no less ) but this is no different

That said, I think the actual randomness of the game could've been more balanced. There were a number of times where I took damage just because a mine seemed to spawn right at where the guy at the end of the rope was

Still though, peak


Another polished and well made entry. It’s always a pleasure to play something from y’all

Presentation was amazing all around. Loved the variety in visuals and the animations were charming as all heck. The audio was also cute

The mechanics are cool. Loved the variety in obstacles as well. Also loved how you guys managed to teach how each obstacle worked through level design alone. Speaking of which, I’d say the level design involved in the puzzles was great overall.

That said, I’m a little mixed on how so many rooms were completely skippable. But more importantly, I wasn’t really a fan of how a good number of the levels could just be skipped by just moving downwards without doing anything else. I guess it feels good if you’re trying to speedrun, but I felt it definitely impacts the flow of the game

Though I think my biggest issue is how it’s so easy to accidentally miss levels entirely. There were quite a number of times where I pretty much just fell through the level and reached the next one before I could actually tell what was going on. I’m guessing this goes away on replay, but I think having atleast one small platform in some of these levels would’ve been really helpful.

All that said though, this was a great game. Kudos to the entire team

Just played through the entire thing. I thought the stages looked cool and the sound effects were on point. The visuals in general looked great

Though I felt like the game really needed atleast one other enemy type, or something. The combat got a little monotonous after a while

Along with that, I also felt like enemy bullets should've had shadows, because it was kinda hard to tell the position of the bullets.

Still, very solid game here all things considered

Just played the latest update

Pretty solid all around, and that new boss was cool as well

That said, I feel like the sprite layer of the projectiles from the 3rd boss should be above that the of the boss. I ended up taking quite a lot of damage because I couldn't really see why I was taking damage.

I also think that the colour of the projectiles could be a little different from the environment. Mostly because they kinda blended into the environment sometimes

This also applied to the final boss quite a lot. Everything was red to the point that the boss, it's attacks, the player and the player's attacks all just kinda blended together at times.

I also think the game is maybe a little too forgiving now ? Maybe the player could take slightly more damage with every hit, just to ensure that they can't just tank themselves through the game. Admittedly I kinda did that in some places

Also, just a small suggestion, but maybe a successful stab for health could increase your combo meter depending on the amount of blood you absorbed

All things considered, the update is pretty great overall. Solid work on this.

Hey, thanks for playing and the feedback :)

I wouldn't judge anyone for dying in this game lol. Especially since I was kinda pushing people to play a certain way

I'm surprised I haven't seen you or too many others try the depleting health bar mechanic tbh. Would definitely love to see how you implement it

Thanks once again for playing :). Always great to hear from you

Thanks for playing and good score :)

Cool score and thanks for playing :)

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I had collected quite a few roasted chickens, but it in the end I couldn't find the grinding pit so my score was 0 lol

Some sort of indicator for where the grinding pit was would've worked imo


Cool little game. This was the highest score I could get after trying a few times

I think the game has two main problems
- It was kinda hard to aim precisely, or tell if bullets would actually hit anything or not.

- As a result I mostly just used the jump since it was more easier to tell if that would hit anyone.

Still, the art was cool and the game still felt fun to play. Cool entry overall

Cool little game. Roasting chickens was hilarious

While I think the 3D effect is very cool,  I think the chickens were a little too unreadable sometimes since they basically blended into the walls. It was also a little annoying that they were really only visible when viewed up close.

Still, I love how you really stuck to making a game with the exact resolution and feel of a nokia. While I feel the game's readability could've improved if you upscaled the game, what's here is still pretty cool. Solid job on this

Thanks for playing and  great score :)

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I was on a keyboard

Also, what was this game made with ? Just curious

Yo, this was a pretty cool game.

Right off the bat, the presentation is amazing. Great choice of colours which kept everything pleasant visually while also being readable ( Although I'll come back to this point a little later )

I also loved how your bullets ( or wrenches ig lol ) can only travel so far so you really need to get up close and personal with enemies to get them.

All that said, while I do think the main mechanic is pretty interesting, I think it could've been implemented a little better. Moving didn't seem to actually regain my power meter and if it did, it wasn't really noticable.

However, if this was the aim and the game is meant to be more of a losing battle, then I'd say it definitely works in that regard. If not then I think the best way to balance this would be by having your health re-fill a bit by killing enemies.

One thing I'm not really a fan of though are how some bullets can't be seen in the dark. I know the ghosts and some bullets are lit up and those can be seen, but getting hit by a bullet because I just couldn't see it coming at me feels a little too unfair. I think it would've been better to have all the bullets be lit up, but some of the enemies could've been kept invisible in the dark.

I say this because that way you'd be able to see the bullets and ensure that the game remains mostly fair, but a player would also know where the enemies are even if they're not visible in the dark because of the bullet spawns

At the end of the day though, I think you still made a pretty solid game overall. Great going on this

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Just asking, but did you play the tutorial ? You need to melee the green sawblades


Extremely solid game here. I may have some issues with it, but it doesn't take away from the fact that you guys made something really great here

First off, the music and sound effects are excellent. Nothing else I can really say there. The visuals as well were also amazing, but that kinda goes without saying. The animations are all great and the bosses telegraph their attacks really well. I do love the effect that you guys created to make the spiral tower as well.

However, I do have a bit of an issue with this effect, and I'd say that this kinda applied a lot with the first boss. I got knocked back by quite a decent distance when he hit me. Now that by itself isn't necessarily a bad thing, but it caused quite a lot of disorientation because of the spiral effect. Maybe the amount you get knocked back could be reduced slightly ?

On that note, I'd say that every boss was pretty distinct and fun to fight. Part of me does wish that all of the bosses had maybe  1 or 2 more attacks that they cycled through, mostly because they all became somewhat monotonous at some point, but honestly that's more of a nitpick than anything else. Although I do think that the attack that the squid did when it spawned those bullets from those portals suffered in terms of visual clarity since it was a little hard to gauge the distance between the player and them ( probably just a skill issue though )

Honestly, I can nitpick all I want, but y'all have made something very polished, very lean, well paced and fun. I'd be surprised if you didn't win something


Cool little game. The quality of the presentation overall is off the charts. While I have some issues, it can't be said enough how much detail has actually been packed into this game.

First of all as I said before, the detail in the art is great. It's really impressive how many individual moving parts you managed to get on the ship in the first phase. That said, I also think it was almost too much detail at times, mostly because it hampered readability quite a lot. Since everything about the ship was that detailed, not much of it stood out enough at times, so I wasn't sure at first what was actually damageable and what wasn't.

Add the abundance of effects as well, and the enemy bullets which didn't really stand out enough from the background ( imo ) and it almost felt a little too chaotic at times. The red AOE attacks were definitely very noticeable though. I could hardly see the guy who'd spawn at the center of the ship and shoot rockets at me sometimes ( Probably just a skill issue though ). The second phase didn't really suffer from these problems though.

I think the boss's rockets could've been a little slower though, just to be slightly more forgiving.

All that said, I still think the fights are pretty solid. I think the main spin mechanic is also pretty cool, albeit somewhat loose with how it utilises the theme. 

For something this short, it has a TON of quality packed into it which is both polished and fun. Great job on this

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Extremely solid and well made game all around. Not much I can say

Presentation's amazing. Although I feel like the projectiles in the mermaid boss could've stood out from the environment more. They blended a little too much imo

The concept is amazing and I love how you managed to make every boss feel varied.

I like the idea of your super bar filling faster depending on your distance from the boss. Personally, I never really made use of it, but I can definitely see speedrunners or score chasers using it though. A pretty cool way to choose your own difficulty so to speak.

I have only one real issue, and that is that I couldn't really get an accurate feel on how big my hitbox was. Sometimes it felt like bullets just passed right through me, and other times it felt like I got hit even though I shouldn't have. ( Probably just a skill issue )

Apart from that though, I genuinely don't have much to say or criticise on this one. It's lean, mean, well paced and the difficulty is near perfect.

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Pretty cool take on the theme lol. Very fnf-esque.

It goes without saying that the presentation is absolutely amazing. Both audio and visuals are great. I'm usually not that into hip-hop, but the music in this game is definitely a bop. The art and the character designs are damn stylish as well.

The main mechanics definitely took some getting used to though. Tbh, I feel like the window for the regular swipe could've been widened a little. It feels a little too unforgiving right now. Swiping and holding seemed fine for the most part. I also think there should've been a little more of a delay before the very first action since it seemed next to impossible to actually hit it sometimes.

At first I thought the bosses in this game all felt the same, but then i realised that they're all effectively the same boss, so nothing really wrong there. Definitely pretty consistent at the very least

As a whole I'd say this was a damn sick game. Kudos to everyone involved

Very damn interesting game you made here. I have some issues, but it doesn't take away from the fact that this game does a lot very well. I also want to point out that I managed to beat every boss except for the snake, but I'll get to that later.

Right off the bat, the presentation is amazing. I love the boss's character designs and how you managed to incorporate them into the level design for every boss. I thought the dog chasing after it's own tail was honestly pretty damn hilarious, but also genius.

The cuphead inspirations are definitely pretty evident, but I think my favourite is how you showed through the environment that an attack was about to happen ( Like the flea on the dog's butt, or the snake venom on the snake's body in the background ).

That said, I'm not really a fan of the controls. They felt a little too imprecise since I'd sometimes make a circle perfectly whereas sometimes the bird slowed down and I wasn't really sure why. If I had to make a suggestion, what if holding Z makes you do a circle without needing to press the direction keys to spin the bird, just that it starts accelerating a little slowly. And then you release Z while holding the direction keys to make the bird charge in the direction that you're holding.

On one hand, I think the stamina system is an interesting idea to balance the player, but unfortunately I think it's implementation limits the player in a bad way. I realise you added it to ensure that a player needs to land at some point and can't just keep attacking. I also think it's pretty interesting how you vary up the levels and the platforms that are available as well. However, it results in situations where you're pretty much going to die instantly even at full health if you run out of stamina
( eg :  in the dog's second phase where you need to land on the frisbee.  If you run out of stamina at any point and the firsbee isn't around, you're pretty much screwed since you'll never be able to get back up to it. Same for the final phase of the snake where it's chasing after you. If this is more of a skill issue then I apologise lol, but I definitely feel like it's a little too unforgiving )

I think these issues could've been mitigated by a little balancing here and there. Maybe after landing a successful hit, you get back a good amount of stamina ( I think this is already there, but maybe the amount of stamina you get back could be  a little more ). The rate at which you get back stamina while on the ground could be also increased. I say these things because it felt like a lot of the bosses were a little too fast sometimes for how limited the player was.

On that note, while I think the attacks of all 4 bosses were pretty varied, I'm not really a fan of how some of them were handled. I think the attack where the dog was digging and launching dirt projectiles at you was a little too random. Same for the attack where the snake shot out those bones(?) at you. I'm also not a fan of some of the other attacks that the snake had in it's first phase like the tip of it's tale and it shooting  out that venom. Both of those attacks felt a little too fast for how comparitively slow the bird was.

Another issue I had with the snake was that I didn't really think at first that parrying the bones would do damage to it, mostly because parrying objects till then didn't seem to damage the boss, so I thought I had to hit the tip of it's tale that was holding up the bone shield. It took me a little bit to realise what had to be done here. That by itself is fine, but I think it could've been taught to the player before. Maybe parrying the leaves damaged the bird bosses.

That said, I thought the 2 bird bosses were almost perfect in general. Probably the best examples of what you were trying to do with this game. The snake came close but feels a little too unforgiving imo.

All in all, I think you've definitely made a damn good game. All it really needs is some balancing here and there. Wonderful work on this

Pretty damn solid game here. Just wanted to say that it crashed on me whenever I tried killing the dummy enemies in the tutorial though. Presentation wise, I'd say it was minimal but still pretty cool. Very readable at a glance and complemented the fast paced nature of the game.

The boss as a whole was designed pretty well. While some of it's attack patterns were definitely random, it still managed to be pretty fair. They definitely forced me to move around quite a lot and also time my shots.

My only complaint is that I think the implementation of the theme is a little loose. That said, I do like that charging your attack causes your bullets to spin around you, which you can also use to attack. I do feel more could've been done with this, but what is here is still pretty fun

All in all, this was a pretty polished and fun little game. Kudos to both of you

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Love a good food fight. Radish and asparagus boss fight when ?

Anyway, right off the bat, loved the look of the game. The visuals had a certain charm to them and so did the animations. The pixelation filter felt like the right amount too. The sound effects were also pretty cool.

Usually I'm a huge fan of fixed camera angles, but I think the camera was a detriment in this game. As soon as the boss got in front of the player, it become pretty damn hard to tell the distance between the boss and player. Especially when the arena spinning also moves the player quite a bit.

On that note, I do like how you can use the arena spinning to effectively dodge away from bosses. Originally I wondered why the player didn't have any sort of defensive ability, but then I realised that you can move faster by just moving along with the arena. Unfortunately it didn't really help in some cases since the bosses attack way too quickly imo.

Every attack by the bosses felt like they needed far more anticipation to them since they often attacked as soon as they telegraphed their attack, leaving almost time for me to react. I think the potato was the biggest culprit of this since you can kinda dodge the orange after you take out a few the slices. I think the player's attack has a decent amount of weight to it, but it's hitbox for the attack could've been slightly more larger.

I'm also not really a fan of how you can take damage by just coming into contact with the bosses. Especially in a game like this where it's hard to judge distance as I mentioned above. This was especially annoying in the potato fight where  it seemed like the boss was trying to dodge away and move elsewhere. That by itself is fine, but I'd end up getting hit randomly if it was going in the direction I was in. 

On that note, I think more could've been done with the orange's fight since it got kinda monotonous after a while. I do think it's interesting how the potato turns the white platforms of the arena though. Unfortunately I couldn't really get far into the blueberry fight so can't comment much on it

As a whole, I'd say this game's got some cool ideas in it with a lot of charm to boot. If this is your first game, then I can't wait to see what else you make

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I kinda ran into the problem of the bosses feeling a little too similar if you could mostly just melee them, so I felt the best way to vary things would be to have the player need to melee other things ( the sawblades, green bars etc. )

Though yeah, I guess I could've done more lol

I thought for a while if a player should be able to cancel shooting by trying to melee and vice versa, but I felt like that may end up being too exploitable so to speak lol.

Thanks for playing and for the feedback :)