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Space Fungus Games

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A member registered May 24, 2022 · View creator page →

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This is just a good game. period. Also, you have the biggest-brain-interpretation of the clip object I have seen all jam, it genuinely made me go "huh, this is smooth as heck"

I enjoyed going about my business in the world and gambling was fun as well, the only things I found problematic was the pacing towards the end because by that point I had basically done everything there is to the game and with the factory being closed on the weekend, I literally just slept for 16 hours because I didn't wanna risk gambling my money away. Following the end of the 7 days, I also wondered if there are different endings because I didn't manage to get different texts regardless of performance. But those are minor nitpicks.

Overall, this game is super clean and style-aware, the writing was pleasant and I'd absolutely play more of it

(Just as a side note, be aware of other keyboard layouts, there isn't a dedicated ? key on qwertz keyboards lmao)

(Written by Snek of SFG :3)

Ah, don't be sorry! You were confident enough to submit the project, which is an important first step! Not everything has to be super serious all the time, I mean personally I have also uploaded unfinished projects just because I felt like that was enough

I just like to give out criticism because in my experience, that's helpful to grow as a dev :)

The sense of speed is incredible and the roguelike elements give this a good bit of replay value, the soundtracks and visuals are just fun and overall, it felt like a solid timewaster (in a good sense)

I like it when I go fast :)

(Written my Snek of SFG :3)

The game boils down to a very repetitive numbers game that doesn't feel rewarding due to the lack of user feedback. The rules were fairly intuitive but it didn't seem like there was a lot of depth to the core gameplay loop.

In terms of UX the game had some key aspects missing, namely easy distinguishability between packets of clips and having any audio at all.

Overall, the game just doesn't feel deep or rewarding enough but the gameplay loop works and the minimalist pixel art is nice to look at!

(Written by Snek of SFG)

The idea was really cool and i'm sad you didnt have enough time to finish it :(
A suggestion for the future i'd have is to signal the player where to cut maybe? like a small red line between scenes/at the start. would still prove to be a challenge at the fast scroll speeds uwo

-Clonetrash from SFG uwo

You have level generation, that's really cool! I also enjoyed the platforming (even if the gravity is a bit high) and the comedic effect of lobbyists just catapulting me with the force of a particle accelerator

The level generation actually brings some variety and replay value into the game, which I really appreciate!

(Written by Snek of SFG :3)

This was so pleasantly chill, I loved every second of my playthrough. Interpreting "Clip" as "Grass Clippings" is so funky and the graphics and sounds were very satisfying :)

The only gripe I had was the fact that I basically have to hold down a button at all times and after playing through the entire game, my left hand just hurts from using wasd constantly. Accessibility should be an important concern for idle/relax games like this, but apart from that, I thoroughly enjoyed this!

(Written by Snek of SFG :3)

Going for a corporate clipart art style is a bold choice because I know no one who doesn't hate it but you implemented it well so good job lmao, the execution is good, but it is wild to see it

the game loop itself works, I'd have wished for more variety though, because as far as I could see there are no new mechanics introduced at any point. The movement system is clean and bug-free, more features for more agility would have been nice though, but like with most games, more features would be a welcome addition. As it stands right now, the game has a solid foundation and that's all there is to it. Neat

(Written by Snek of SFG :3)

This was just frustrating to play. The not-indicated pickup points didn't add anything to the experience and frontloading all the info into a tutorial wall of text wasn't a smooth start. (And the broken wasd movement implementation also was just weird, w/s are swapped and a/d don't do anything)

The interactive main menu was a neat idea tho, but it probably shouldn've been this large, a single building takes up the entire screen, and I was just so confused at the beginning by the scale of everything

(Written by Snek of SFG)

In its current state, the game needs some UX improvements, like cleaning up the camera controls and giving them a state machine or something. The goal of the game also wasn't really explained, which is sad because the premise you laid out here seems interesting, but the lack of tutorial or user feedback just deprived me of critical information that I would've needed to pass the first level.

(Written by Snek of SFG)

Yea, so holding down a button for this long is just straining, I'd recommend using a toggle. And then it just didn't seem to work smoothly, I think I was supposed to clip multiple pages together but that never seemed to work, as in, I never got multiple pages clipped together. Especially the "hold left click" portion didn't make sense to me

Ah sure! Normally I wouldn't point them out this much but when they take such an important role, I want to make sure you know :)

The biggest one is "ALIGH" which I think is meant to be "ALIGN"? And not incorrect per so, just unconventional, WASD is usually writted in that order, not WSAD.

But like I said, other than that, I really enjoyed the visual text presentation!!

This barely feels like a game at all since there doesn't seem to be anything in terms of meaningful player choice? I played until 20 paper clips and still, the only thing I ever did was click on enemies coming from the left side of the screen

(Written by Snek of SFG)

I'll preface this comment with the admission that I didn't get past the first level. The clipping mechanic just never clicked for me. The atmosphere in terms of audio is there, but the visuals don't really support it, and the small typos really hurt when the text is so dominant (which is very cool btw)

The controls were also very sluggish to the point of frustration. The only way I made progress was with the unlimited jump is fun but that makes the game very breakable considering the very first hallway isn't closed off.

I see a lot of potential here, it's just sadly obscured by a few small gameplay oversights that are too big to ignore

(Written by Snek of SFG :3)

(1 edit)

Due to the lack of tutorial or any in-game explanation, the game left me dumbfounded for the first few attempts as to what I was supposed to do. Even now, I still couldn't find a pattern behind the exploding enemies but I understood enough of the game rules to get a fairly high time by the time I got killed

Visually and audially, this was very clean tho. Collosseum of Money has a very striking identity and the combat itself was also enjoyale, if a bit chaotic at times. Good game :) (didn't really see the Clip used anywhere tho)

(Written by Snek of SFG :3)

Cool premise! Very unconventional interpretation of the Clip object 10/10

Only tweak i would wish for is the area to click to fire up the flame be larger and maybe a litter timer for how long it's still going to take on the burner and the coin press! :3

-Clonetrash from SFG

I love management games like this and it was alot of fun really quick!
genius how the additional task goals (new stamps/colors) slide in smoothly onto the desk
it was however a bit unintuitve to right click instead of just letting go of the left mouse button to use the things you are holding

-Clonetrash from SFG

Loved the graphics and the biting social commentary was packed up funnily enough to not be a total downer x')
Keep up the good work!

-Cloentrash from SFG

I played this game in browser fully expecting a laggy mess but all i got was astonishment! It ran smoothly and i got to up to 50 clips per second with like 10 wire generators. this game got me good!!! I was also amazed at how all the clips were physic bodys, which was a huge source of fun. 
And, however sublte it was, the little audio *blops* whenever you made a wire/clip were literally so satisfying they kept me going the whole time (or at least the over the 2 restarts because i ended up with less money than it took to create a wire x'3)
it has been said but i wanna emphasize again how good the achievements were to guide you along in the game

-Clonetrash from SFG uwu

fun premise! Loved the weapon variety

-Clonetrash

(1 edit)

I really liked the visual identity, however the ui was sadly lacking, especially when it comes to player feedback
it also wasn't clear if the 'rebirth' button really did anything except cost 1000 coins

-Clonetrash

(2 edits)

Super well-rounded game that was a lot of fun to play!
The submit time of 14 hours before closing is also damn impressive, good work!!
feature taht was missing: a pause button/screen
very good feature: the pickup-ables floating towards you after some seconds

-Clonetrash from SFP  uwu

(1 edit)

Alrighty, now that I've actually gotten the chance to play the game, I gotta say that it's an alright game. Once I got into it, the visual presentation and UI were actually pretty easy to parse, and the only thing I didn't like was the nagging whenever I didn't immediately make a decision, which was irritating for the first few decisions but got better with more flow.

The game was pretty easy tho, the numbers seemed a bit too arbitrary at some times and I never had a scary moment where my kingdom was on the verge of collapse even on my first playthrough. So yea, imo the numbers don't line up that well but the characters are fun to look at and talk to, and in terms of ideas, I really dig this strategy / idle game / Reigns  genre mashup

Interesting take on a tower defense game! Building your own lane is a cool concept I'd very much like to see being expanded upon

There just seems to be an issue with positive feedback loops, because if you don't kill enemies fast enough, you don't make enough money, which means that surviving enemies are a greater threat to you, which means that you have to kill them with even more efficiency but you can't do that because you're not earning any money. Maybe that's just my inexperience with strategy games but I had the impression that once I didn't have enough money to buy more towers/space, it'd just be an inevitable matter of time until I lost.

Visually, some more work for the enemies would have been nice to see them get progressively more dangerous and projectiles or visual raycasts for the turrets to see where weakpoints in the lane coverage are but it's a solid enough foundation to be enjoyable nonetheless!

Conceptually, it's a cool game, I just wish it had more polish haha

(Written by Snek of SFG :3)

Gonna second the thing Sinclair mentioned, it seems the game is just broken rn :(

Which sucks, because the visual presentation seems pleasant, even if a bit cluttered in terms of UI

(Written by Snek of SFG :3)

like you said yourself, this sadly isn't finished. For me, the theme doesn't really appear here, and in terms of content the game loop is a barely functional.

The level environment clashes fairly hard with the very certain and striking character artwork. But the visual assets of the different characters are so very cute, and I'd love to play a game where that visual style is translated into every facet of the game's visual identity

(written by Snek of SFG :3)