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This is a really good take on the theme! And it's also a super solid entry and really fun to play!


First, your sound effects are very satisfying. I love the footstep noises, the squash and pick up noise.

I also really love the art. It reminds me of some sort of old computer game with a limited pallete. It's also super readable! No element is confusing at all.

Your gameplay is also super fun. I love the moment-to-moment decisions, having to rotate my body safely to not be in target, but having to reach a nutrient before I die of hunger is really fun. It's a game that naturally get's harder over time and it's really good. Along with the footsteps, it makes moving around FUN.


The only real issue I had was sometimes it felt like the targets hitbox was too big. Like I wouldn't be inside of it at all and I'd die. Not a big deal though, had a good time playing this!

I appreciate the kind words! I was hoping I’d make a well-balanced design between the time you’re given and the pacing of the paws. Originally, I planned on having the paws spawn more frequently as your score goes up, but I ran out of time to test that. Happy it’s a fun experience as-is!

As for your one gripe: I know EXACTLY what you’re referring to, and it’s not that the paw hitbox is too big, but that the fungus hitbox is too precise. Since you turn so quickly, your bulk can rapidly hit multiple positions in just a fraction of a second, which can lead to seemingly “unfair” deaths when in actuality you just turn so bananas-fast that you barely notice the edge of your fungus hitting an active paw before you game over.

I actually want to iterate on this game after the jam and change to smooth tank controls, where A/Left and D/Right rotate at a fixed speed and W/Up and S/Down move you according to your orientation. Waaaaaaay more predictable movement that way.