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riabun

16
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A member registered Oct 12, 2022 · View creator page →

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Really cool game! I love the concept and the customability settings (ROBLOX & Godot T-Shirts FTW). Plus being able to change the colors of clothes and such, so fun!!! The villager noises were so funny, I love this kind of ROBLOX-Minecraft design blend choice. I would say the trends are very confusing, as even if you have red negatives at the beginning and change it quickly to all green, it seems I didn't get red again, only green, but still lost? Also, there's no way to see if there's one or multiple trends during your run or to know. I think every person only gave their opinion once, which is why the green faded with time and no new red/green reappeared after walking around. I think the difficulty definitely needs to be adjusted and more indicators about how many trends there are in the round or just some indicator that they changed, because even looking around at the other people it doesn't usually look like a huge shift despite the whole theme kind of being fast trends going in-and-out of season. I definitely want to be any to beat a round one day!!!

I loved this game a whole lot!!! It was admittedly very difficult to get used to the mechanics since there were so many things. I think if you made it clearer early on that only small bugs can be sucked up and can be used towards both type of ammos it would help a lot. The beginning/tutorial part I felt had way too many enemies, they were swarming me before I could even finish reading the text, so that was confusing. When I got used to it, however, it was definitely a blast! A small thing I would say is that the white ammo text telling you how much you have left in front of your player kept getting blocked for me underneath bushes and stuff, so I'd say make sure that's on a layer over those items. Also I was a bit curious why the medium sized bugs needed so many hits, especially since there's much less of the ammo for them, though I guess that's part of pushing the player to pray. I sort of forgot about praying early on, I feel like players will either commit to praying a bunch or rarely praying and not ever discovering that you may explode (AKA me if I didn't see this game played). There is a bit of bugginess for when multiple medium-sized bugs are killed and close to one another, it seems no matter where you put your cursor, only one and the same bug will be picked up. The visuals were stunning, I loved all the sprites, the SFX, the music! The UI was also very amazing, and I love the world design with the tiles and props. Super cool and I hope to see more of it!

Wow this was so cool!!! I love card games, especially online ones. It was really cool being able to buy new cards in between rounds! I will say I would have really liked a tutorial in-game because even with the explanation in the description some mechanics are confusing. I couldn't tell how I was supposed to know how much damage my card was supposed to potentially deal, what the numbers meant on them, if certain elements(?) also gave a bonus against others, what the multiplier was overall or on each card and such. These being more visual on-screen in a way clear to players would be great. I would also like to know if only we are limited in deck but not our opponent? It felt like the other side had infinite cards so when we ran out we just had to take it. If it's not supposed to be like this, maybe make a visual element of seeing the number of cards your opponent has? I love the SFX and ambience a lot. The designs were cool, too. Might amp it to the next level if you made cool SFX for when you put different kinds of cards down. Overall really fun and I'm glad I got to try out a card game made in a jam, so impressive!

Very cool! I'm curious about the story for why we're collecting these books and how they help us escape through the doors. Also I was wondering if it was intentional that the guy cannot be outrun unless you're jumping? Or that he doesn't chase you until you go near him. I loved the book-collecting mechanic and exploring the map! There was nice SFX too though I was curious if they played randomly, in certain areas, when he was close, or some combination. Thanks for this little game!

I love this concept so much, break dancing fighting!!! I would love to see a variety of songs added and the characters breakdancing in different ways in the background, I think that would really help with the vibes and replayability factor! Also was curious on the decision to freeze for so long after getting hit once and not have any sort of dodge button. But anyways, I love this, and I hope you expand this more! I'd love to play this game with different tracks!

The game is so beautiful! All the visuals are stunning, and I love how you layered the background. I don't know if it's just me but there was a problem where the sky was only showing up on half the screen and the ground was loading in a bit slower. I love this high-score game, though I think the mechanics were a bit confusing and maybe a tutorial would've made it less confusing. I couldn't figure out how all the wind currents really worked and what made you slow versus go faster. Would love to see an update where these are more visually clear! Also I would love SFX and music, it would really make this game pop even more! Beautiful game, hope to see more of it in the future!

Wow I loved this game so much!!! Everything about it is so stunning, the visuals, the animations, the SFX, the music! The mechanics were amazing, too, and the limitations put in place with the health and attack energy! I would have liked the space bar mechanic to be more clear on what it did in the description though haha I had no clue until you explained it when we were playing each others' games. I really love games where you try to see how high of a score you can get, and I love how you do random room generation to do that! It's so fun with lots of cool different enemies. If you continue working on this in the future I'd love to see maybe different difficulty options or something since it seemed really hard to choose if you wanted to attack for a chance at potions since the drop rate seemed so low! If you keep working on this game I hope you'll post an updated version one day!

This game looks really cool and has interesting mechanics! I love throwing kunai to make a platform, it is definitely an amazing mechanic! I would love some visual cue to predict which direct and where the kunai is being thrown, though, since it's very difficult to tell. It also seems that enemies will only follow you up until you pass them, and it doesn't seem like you can kill them? I'm not sure if I'm using the mechanics wrong or not, I see a kind of "poofing" animation when I click Q but don't see any size changes happening when I click W or S, so I'm not sure what's going on. I think a tutorial level would really help to make sure users get the mechanics down!  I would also love a bit more distinction between background and foreground since it was really difficult to tell what you could and couldn't jump on. Because of these issues with mechanics I was only really able to get one of the endings, but it was fun nonetheless!

This was really fun! I love how if you hit the spikes you kind of bounce off them after being damaged, it was a cool mechanic! I am curious about there being different kinds of fruit that give you different number of points, is this more for achievement/high score or a mechanic?  Also the level four trophy teleport at the end seems to be broken, and I'm not sure if the boss fight was meant to happen but didn't end up being completed. Still, it was an amazing game! I would love some background music. Its visuals were nice and it definitely has a replay value! The level layouts are unique and interesting.

Very fun, I love killing senators (don't tell the government I said that). It is easy to find a sweet spot, though, and just keep your mouse cursor there and click repeatedly to get all the senators easily. Would love something added to up that difficulty, maybe the top blade also moves? Also would love music! Or even just SFX such as whirring saws or the anguished screams of the senators. Very fun, would play again. I would love a blown up screen so I can see the senators falling into their death pit more easily.

Very awesome!!! I love how it starts as clicker game but doesn't last that way for long, I hate having to continually click so I appreciated the magnet coming in so early on.  I love all the visuals and especially all the designs revealed with various upgrades! I would like to see some clearer descriptions for some items' benefits along with what is the benefit to progressing to different maps instead of just staying in one. Also, I think it's a bit weird that you can get $Infinity Qd before even maxing out all the upgrades, so I would consider adjusting some upgrade values a bit! Amazing music, though the soundtrack stopped sometimes before restarting, maybe check the looping? Amazing and it was fun to see the rise of the leaf empire!

This game was so cool! I know you used art by someone else but it was all visually pleasing nonetheless and I liked the level layout. The swinging mechanic was a really interesting and creative choice! I thought it was awesome, though it was fairly easy to use, so I'd love to see more obstacles added to make the descent a little more difficult and really bring out that swinging mechanic to its full potential! I also think this game would benefit a lot from a start screen and some way to exit in the game, like maybe you touch the image at the bottom and get an end screen or something.  I would love some music, too, even if it's just rustling trees or some nature noise!

This was so amazing!!! I love rhythm games and this stole my heart. Props to your friend for allowing you to use their amazing song as the default! I also loved the ability to insert songs, that's so cool! Even though the charts are a bit wonky, I'm sure they'll be even better being trained on more songs! I love that you made it clear when we got good, okay, or bad notes with green, yellow, or red colors, but I would love to see some color for missed notes, too! Maybe faded or black? It would also be nice if a pop-up saying what kind of note you hit came on screen, though that's maybe because I'm used to rhythm games having that haha. Love the chill environment with the background, and I hope to see you add more cool features in the future! If you keep working on this, maybe consider different difficulty levels, at least for the default song! I'd really enjoy that.

I loved this game so much!!! The art style just fit the vibes so much and the music was so groovy. On my second replay the music stopped working for some reason and I was so sad but luckily I died and it came back my next replay lolol. I love the unique characteristics you give each boss, such as disrupting dialogue, different movement patterns, and different attack patterns! I also love how you use a scrolling background to really bring out the movement, though I will say the final boss one is the most trippy (but when you get really focused and into it that trippy feeling thankfully fades). I do wish the cooldown was shorter, since it especially feels draining when you're trying to replay and have to wait to regenerate. Maybe even just have a healing item or something spawn if you hit the boss twice without getting hit so you can have 2 HP quickly would be cool to award skilled players and not have them sitting and waiting. I would love the ability to speed run the bosses because of skill and not wait every 2 hits to regenerate another HP so I don't die just from hitting the boss! Also I was so sad every time the game crashed when I lost to the final boss hahaha maybe consider checkpoints? Although maybe the frustration is an intentional element, depending on how forgiving you want to be to players.

I loved the game! All the music, SFX, and art were great! Cute sprites and nice little animations. It was pleasing to the ears and eyes.

The mechanics were very cool! I love a dive, especially one that mitigates most of your fall damage! And I love having cobwebs to slow a fall and take off that damage (though sometimes it seemed to glitch when paired with the dive and give you fall damage anyways if you landed with a dive on a cobweb). It was fun firing some magic spells at these scarecrow-looking guys, too.

I also love the concept idea, and it was fun to play through, and it was certainly challenging!

I will say that I didn't really feel any discernable differences playing between easy and medium mode, they both sort of felt like medium. As for hard mode, it wasn't hard so much as a NIGHTMARE mode hahaha. Took me forever, but I eventually won it!

I would say when I first began playing, the spikes blended in pretty well, so it was difficult and took some time to recognize them as an obstacle and spot them, but I got there eventually. I would also say landing on some spike placements seems impossible and you just have to accept a loss of health because of the placement of certain platform falls and cobwebs next to them. Random map spawning is fun but makes these sorts of things hard!

It was definitely difficult, particularly on hard mode, deciding when to dive, since when we dive we can't move left or right anymore and have to commit to wherever we might land, whether that's on a nice platform or on top of a spike. The cooldown also felt so long with the time limit!

I would say I would love some indicator on the screen for the magic wand cooldown since there is one for the dive but not the magic wand! It also felt like the cooldown was super long for this.

I will say it was difficult to judge for some of the falls if it would give you fall damage or not, as some seemed too short and that they wouldn't hurt you but did. Even after replaying over 50 times I had difficulty discerning this.

Overall, amazing game! I would play it endlessly. I want to see how many times I can beat hard mode!!!

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