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Black Coffee Panda

136
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2
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4
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A member registered Sep 14, 2021 · View creator page →

Creator of

Recent community posts

Thanks for playing! Glad you enjoy the game.

Great visual. Gameplay took a whiel to get use to. I think there is a slight problem with the orientation of the UI. Playing on fullscreen with a resolution of 3360 × 2100 places the cards at the very right-side of the screen.

Ambitious concept but a little bit confusing. A suggestion I have is to add a respawn button. I somehow manage to get myself stuck between blocks and unable to move anywhere since I can't respawn.

Thanks for playing and for the feedback! Will improve on the writing.

Thanks for playing! Will keep in mind to improve UX.

A fun little platformer. A couple of suggestion I have is to allow the player to jump to a platform directly from below. Another suggestion I have is to put the mouse into capture or container mode since I play in a smaller resolution window and every time I click on the mouse to hold on to the string I get tabbed out of the window because my mouse move outside of the window.

Really felt like I was playing a MOBA, lol. Solid entry.

Thanks for playing! Endless mode seems like a good idea for a new game mode if I update the game. Will keep that in mind. Thanks for the suggestion!

A charming little game perfect for killing time. The artwork has the most charm of the game and the music suits the gameplay and setting as well. The only small suggestion I may have is to slow down the letter expiration a bit. Letters feel like they expire too quickly for me even in easy mode.

I believe that is the intended feature, not a bug. You choose a position to teleport with the cursor, then you left click on your mouse and it will teleport you to that position. There should be a prompt above the mana bar that ask you to left-click when using the teleport skill.

Thanks for playing! 

There might be some bug in the tutorial section that I wasn't aware of when I was play testing it. Will look more into that later as a post jam update.

Thank you for the input as well. I'll keep progression in mind if I update the game.

Glad you like the design of the characters. I was afraid the art design might look weird since I'm not the most skilled pixel artist. Hopefully I'll be able to find a pixel artist to team up with and fix my janky designs lol.

Thanks for playing! Thank you for the feedback as well. Different minion type is an interesting idea. I thought of adding an ogre like minion to guard the tower automatically from the soldier but ran out of time before implementing it lol. 

Will keep them along with your other feedback in mind when I update the game. 

And thanks for reminding me to toggle the fullscreen button on the Itch page. Thought I had, turns out I haven't lol.

The sensitivity is currently too high. Maybe set this as the max sensitivity if using a slider.

A nice little platformer. The stage is well thought out but I think there might be a slight delay on the jumping mechanic. I'm not quite sure whether it's my keyboard or the game but some jumps just feel slightly delayed.

A good puzzle game with quite a few interesting mechanics. I like the powerups, especially the one that transfers you to another pawn. 

My only complaint is having to click on the pawn to activate it whenever it's my turn. If there were multiple chess pieces on the board. then it's completely understandable. But if there's only one pawn on the board, then it became tedious having to click the pawn, move it one step, wait for the enemy to move, and then repeating the process again.

Very original. I like the concept although I didn't quite get far up the tower. It might be because I'm a bit impatient (the highest I managed was 7 floors, I think) but having a checkpoint at the halfway mark might be nice.

Interesting concept of defending two dimensions and daisy-chaining attack towers. I wish there was at least a visual or audio cue to notify the player which dimension is being attacked although it slightly defeats the purpose of having to micromanage the two dimensions defense.

The rules took a couple of round for me to get to use to. Enemies often have overpowered cards, out of 10 rounds I've played, I can only win about 3 rounds.  And I'm not sure whether placing cards on top of each other means replacing them, if it was I think it is better to just outright replace the cards instead of stacking them. 

However, it is a completely original idea worth polishing.

Thank you for playing. May I ask what kind of bugs did you experience while playing the game?

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Thanks for playing! Glad you had fun playing the game. 

Thank you for the input as well. Will improve more on the UX next.

A solid balatro-like. Gameplay is straightforward enough to enjoy. No problem with controls either.

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Shuffling the card after 12 seconds seems a bit harsh for a 6x4 grid. I think a 4x4 should be a bit better to balance the memory section with the current time limit.

Thanks for playing and for the feedback. Will keep in mind to improve on UX next time.

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Thanks for playing! I agree that the balancing of the meteor skill is a bit off. Will keep the feedback in mind to improve on balancing the game in the future.

Would benefit a lot with a mouse sensitivity option.

I like the idea of customizing your tower with the many different customizations.  I still don't quite understand the runic part though, does it help with the cooldown of the ability or does it make the ability stronger? (i.e. you teleport further). I had fun tinkering with the customizations.

Interesting and very original. But it's somewhat confusing. Took me a couple of rounds to notice that scores are multiplied rather than added. And understanding how to pair cards can be complicated when beginning the game For example, should you pair cards with other cards with similar concept (theme?) or languages? I notice that languages are graded higher when pairing rather than concept.

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I'm really impressed with the procedural room generation. I do have one problem with one room which is the wooden (?) room. The color scheme is almost too similar between the floor and the background (brown and dark-red brown) that I initially had trouble differentiating between those two. 

I also found a bug where you can get stuck between the ceiling and the floor of two towers lol. This happen when I got stuck as well between two platforms and when I tab out of the game it immediately teleports me to this location (unless this is due to the wildcard). 

Overall, a nice platformer. Oh, and I also wish for the bouncing mechanic to be utilized more since it was really fun to execute.


A very interesting mechanic and premises. The bolt loading control is a bit too finicky for me. Unless the bolt isn't oriented properly with the ballista it won't load at all which becomes somewhat annoying when the ballista is tilted (unless this is as intended). 

At a certain point, my stage spawned two dragons below tower level which is impossible for the ballista to fire at. Overall, it was a nice experience and I did learn a thing or two about running away from dragons and ballista operations. Nice entry!


Thank you for playing. I thought I had patch out all possible bugs, but I guess some still manage to slip by lol. Will keep that in mind when I update the game.

Thank you for playing it out! And thank you for your input on the tutorial. Writing is not my strongest suit but I'll try to improve for the next jam.

Simple but challenging. I like playing around on the time attack and free ride mode but the time challenge mode is not for me. 

Controls are very easy to pick up even for those who are new to racing games. The tutorial is well made. Tracks have enough distinction between smooth rocks and gravel. 

A suggestion I have for the game is to have a visible display of the car's current speed. Another suggestion I have is to slightly tune down the gravel's speed dampening effect. This way, cars can cut corners and save time by drifting on the gravel.

Minor update to the game. Would love to have some feedback about the gameplay after the new update:

Link to the game page: https://blackcoffeepanda.itch.io/cityscapers

Link to update page: https://blackcoffeepanda.itch.io/cityscapers/devlog/771920/game-update-2024-07-2...

Much appreciated.

Thanks for the feedback! I really appreciate your time for playing and writing the feedback. I hope you don't mind me addressing some of the points.

Regarding card effects, there are some parameters that weren't shown directly as city stats such as population growth, commercial rate, etc. But you can actually see some of them by hovering on the funds or population box. But yes, it would seem like the effect does not take place if the changes weren't shown directly in the UI. 

I can see how income collection will become tedious over time. It was meant to be an activity for the player to keep them engaged with the gameplay but it would eventually be annoying as the city grows. There's actually a service building that could collect income automatically but I guess it's too hidden.

Buildings or effects that change attractiveness are currently not working since the game constantly calculates attractiveness from city stats. Will address that in a small update this week alongside some minor touch control issues.

Notification looks like a good idea to inform players on building unlocks. Might look more into that.

Security and health were actually planned to have more of an impact on a planned future update where you can dispatch ambulances or police cars for dynamic city events such as medical emergencies or robberies. Education will have more impact when a planned citizen simulation and career development system have been developed.

Thank you once again for the feedback and suggestions. I would look into them and hopefully can address them on future updates.

Thanks for pointing out the mistake. Yes, it should be the other way around. Much appreciated.

Hello, I've very recently released a simple city management game and am looking for feedback from the community.

I would appreciate it if the community would give me feedback regarding the gameplay loop or game balance. But any feedback (gameplay, art, UI, etc.) is appreciated.

Link to the game page: https://blackcoffeepanda.itch.io/cityscapers

Much appreciated.

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Thanks for playing! I can't take credit for the audio but I'm glad you had a good time! As for the prompts, I'm sorry if it was non-intuitive since I may have a bias when making them due to me understanding of what they were used for. Would you mind sharing any difficulty you've encountered with the prompts?

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In the inventory segment, when I drag a number pass another number to put in an open space at the very left of the inventory space, the number suddenly froze and I can't drag it anymore. It was the number 3 and the other numbers were 4 and 2. The number 3 froze in the middle of the inventory space and it didn't quite fit into the inventory grid (it was in the middle of the green and red grid). 

edit: managed to recreate and capture the not moving numbers on the gif below.


Great art and it's an original concept. The controls on the web build are a bit laggy. Sometimes resources can't be collected if they are overlapping the UI.

Thanks for playing! I hope you had a great time while playing the game!