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c4ndies

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A member registered Aug 18, 2025 · View creator page →

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this is a very polished and well done game. It feels fun and engaging from the start menu and throughout the gameplay. You even focused on fine details like the visual transitions and subtle visual/sound effects. The actual autobattler feels fun though as others may have mentioned there were some balancing issues. Overall felt like the difficulty ramped up very quickly and sometimes may be hard to exactly tell how powerful the enemy is (maybe I'm just bad at autobattlers). And unfortunately I ran into a gamebreaking bug where my unit got stuck near the cards and couldn't attack the nexus. 
Once some of the balancing issues are resolved and the bugs are kinked out, this will be a lot of fun to replay!

I agree with the comment: red is love red is life. Overall felt like a very charming game. The music is very good and chill which makes for a calm puzzle like platformer. Took me quite a while to get some of the mechanics but then it made it fun to discover the possibilities. Had the right balance of hints and exploration. Great game!

Thanks so much for playing and providing the great feedback! I started out a bit easier with the game design more so to showcase its potential but definitely will see how to make it more challenging and engaging. I will also go back to update its visuals and add more sound effects as during the game jam I was focused primarily on the game mechanics. So in future game jams I'll likely try to keep a balance between the two. Appreciate your time writing a review!

thank you! It was the only right name for the game :D

thank you! Glad you enjoyed the level design as I spent more time on those and found new mechanics to integrate to the game in the extra time I had :) 

thanks so much! glad you enjoyed the game!

thanks so much for your kind words! I was mostly focused on the core mechanics of the game and mostly relied on free assets to create basic visuals for the game so post jam will definitely look to improve the visuals and give a very cohesive feeling. I'm glad you liked the puzzle design and mechanics as that was what I focused most of my time on. I love the idea of flames vfx for the inventory hitting the fire. Appreciate the feedback and glad you enjoyed the game! 

thanks so much! And for highly recommending the game to your teammate as well! It's unfortunate you ran into the actual bug so close to the end of the game! Theres definitely improvement to fixing the collisions/ adding reset button/ and other fixes. Definitely will look into the QOL improvements you suggested regarding transparency, its the same feedback quinten gave as well! Glad you enjoyed the game! 

Very polished game and super unique game mechanic! I like how your 'error' isn't necessarily something bug related but a different point of view of how games are normally played. The theme, story, visuals, and mechanics all fit together very cohesively for a fun experience. Feels like a fully flushed out game with tutorial, backstory, and lots of great visual and sound effects. I can see a lot of potential with new levels, enemies, and powerups! Great job! 

really enjoyed the game. Its a mix of reverse tower defense (though the defender didn't really attack much other than take the hits in the beginning) and idle game. The overall visuals and concept really fit into the theme well and enjoyed the creative game design. Some points of improvement are mostly UI and QOL changes such as being able to click on the bug and still have the shop open so I dont keep having to click back and forth. Another consideration is maybe having the idle bug clicking part be also part of the main attack screen that way we don't stray away from the action and the cool minions attacking (my personal preference). but other than that great job on creating such a unique game in 3 days! 

really well done game! The visuals and mechanics may be simple but the subtle puzzles and intricate details really stand out. The discovery part is really interesting as well having the gun stick out past the walls. I required a hint for that. Like others mentioned, the music can be a bit loud but I enjoyed the music mix. There is a bit of glitchiness/clipping in the music (not sure intentional or not) but I think fits well with the theme. Great level design as you mentioned and can see a lot of potential. Great game! 

Immensely helpful from the front page all the way to the fine details of the game. As a new game developer I learned a lot about the entire package of a game presentation. Appreciate you taking the time playing it on stream and providing feedback!

Thanks for the detailed feedback! Yes I am now discovering that I may want to prevent that hack since it defeats the purpose for some of the levels I'll be sure to review it so players can focus on the puzzle aspects. Glad you enjoyed playing the game!

Thanks for playing! Yes I think I can add a bit more tutorials in the beginning. I wanted to have a balance of discovery and letting the player know what to do. But may have skewed tok much towards the former. Glad you enjoyed playing the game!

Thanks so much! Glad you enjoyed the game! I can't tale full credit for the art since most of it was using free assets which was credited in the game page. I did create the character though! Post jam I may go back and focus more on the visuals since I was mostly working on the core mechanics. Glad you found the puzzles fun!

Thanks so much! Really glad you found out how to interact and play with it. I was shooting for innovation in this jam so post jam I may go back and improve the visuals and add even more features I have in mind! 

Thank you! Glad you enjoyed the game 

Thanks so much for the feedback! Yes I'm now realizing the issue with collisions and pushing the character through the terrain. Unfortunately not the bug feature of the jam 😅 will definitely think about adding a reset feature. I'll be sure to check out your game!

Ah I see it now. Good to know! I didn't realize that in the beginning since I don't think that was mentioned in the controls section. Definitely helps a lot! 

This is a very well done game and extremely creative that fits very well with the theme. I like how the theme/mechanic is shown across the game through the gun, enemies and the world. My only gripe is that it can be fairly challenging especially at the beginning or the shooting direction is way too skewed (maybe skill issue). Really great work on this game! 

The game is really fun and the visuals, music, sound effects, inspiration all fit into the theme really well. I like the unlocking of abilities and using them interchangeably in the later levels. The gravity effect feels really good and felt solid. The only improvement I would say is the difficulty of the platforming. Seems like it shouldn't be the main focus to be that challenging especially with such little room for error. Making it a bit easier will let the player enjoy the different mechanics much more deeply. But overall great job on the game! 

PS. love me a good robot doing splits with its jump :D

Like others have mentioned the music and sound design slaps! It really gives the creepy, electronical theme that fits into the theme really well. In addition to the visuals and gameplay. Love the glitchy effects around the screen and for the tiles as well. Very subtle but done well. I had to look at other people's answers to figure out the way through some of the levels, so I think if the tricks can be suggested a bit more or at least have the player develop some of those expectations first would definitely help the flow. But otherwise I love the concept and the overall feel of the game. Great work! 

It's like you're in my mind xD I discovered that mechanic near the end of my testing as well and thought the exact same thing. Either I can disable the interaction when the character is in the air or double down on it and make it a mechanic later in the game that the player discovers and can use it to speed run the beginning. You're a true gamer! 

Appreciate the feedback and your time playing the game! 

And the game name was the only choice for this haha: you & I, user and inventory, UI. It makes perfect sense whichever way you put it :D

Great minds think alike ;)

Thanks so much for your feedback and glad you enjoyed the game! I also felt the sprites were a bit smaller so it loses out on some of the details. I worked with some free assets so kept it at that level with a fixed viewport for speed of development. I'll definitely play around with different camera sizes and UI dynamics to make it more engaging! Also appreciate the feedback on the clunkiness, I'm sure there are more ways to improve and make the interactions more seamless that I'll look into. 

yeah I tried to give some instruction without making it overly obvious so that there is some discovery involved to let the player break the normal barriers. Glad you discovered it and had fun!

thanks so much! appreciate your time playing my game! 

amazing game! It took me one death to learn the ins and outs of the game. Like it says you can shoot at naything to increase its value (sorry Im bad at reading instructions). Clearly the increase fire rate is the way to go. I got such a high fire rate I think I broke the space time continuum (the numbers were flip flopping positive and negative due to number overflow and flipping the negative bit). I love the concept and its very addictive! Amazing art and music. 

I really liked the game. The overall visuals, sound effects, mechanic all feed very well to the theme and goals of the game. The last level showed the potentials of the mechanic and required some brainpower to complete. Challenging but fun! I really like the intro menu and the transitions (worth it!) 

very impressive for one day of effort and everything fits in together very cohesively. I think you took the theme quite literally with killing bugs but would have liked to see how it integrates with the gameplay as well. I liked the sfx and overall feel of the game. Felt really polished for just one day. excited to see where it goes if you decide to take it further!

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really fun game! I love the unique mechanic of shooting a projectile and killing yourself in the name of progress! I actually discovered that randomly when i first started the game and started shooting randomly. Some points of improvement: it can be a bit tedious to go back and forth again and seems like some platforms arent set up too well for the mechanic. It's also hard to know how many bodies are allowed before everything resets which can be frustrating at times. But I really like the concept you have. With some polish can turn to be a really solid game! 

also the music really slaps. great work!

fun and really interesting game. It's like the portal 'cake is a lie' and stanley's parable on steroids. The mechanics that were implemented although simple were engaging. I like the touch of including the collision areas around them to really sell the visuals. Really great mix of story and gameplay. 

I really like the concept of it and the overall visuals and feel of the game. Though as other people have mentioned it is really disorienting and borderline uncomfortable especially with the fisheye effect, swapping upside down and changing the moving directions. I think the ideas are great but a bit of overload especially at the beginning. I did find comfort in the chill vibes and music which is soothing in an otherwise error filled world xD

very unique game! I havent seen a top down platformer which definitely made the jump kills more challenging. It was a bit difficult to understand the keyboard controls though especially around replacing/fixing the keys. It is an interesting topic that can be explored more. Unfortunately there were a few game breaking bugs like how the destroyed keys persisted even after restarting the game and when I closed the game and re-opened I couldn't seem to move anymore.

Really interesting game with a bite sized experience into metroidvania world! Normally with smaller prototypes you see one mechanic but you somehow implemented several in just 3 days which is crazy. I really liked the interesting mechanics especially upon death and discovering the different ways to utilize that mechanic. There were times where I felt a bit lost or unsure which ability to use. I think I also found one or several bugs where I couldn't respawn or sometimes would respawn a lot further back (maybe how the teleporter works with the other mechanics). But overall really like the concept and can see a lot of potential for a really unique metroidvania! 

Would appreciate any productive feedback on my game and appreciate your time! Definitely feel the same about the rate 4 rate sentiment. Id much rather get something I can learn from. I'll be sure to check out your game and do the same! 🙂

 https://itch.freezing.top/jam/patch-notes/rate/3884310

Would appreciate any productive feedback on my game and appreciate your time! I'll be sure to check out your game and do the same! 🙂

 https://itch.freezing.top/jam/patch-notes/rate/3884310

I think in the end the max is about 1400 nuts XD. I did up the number of peanuts just so the player can feel a greater accomplishment. If I had more time, probably would make the goal sprite a bunch of peanuts rather than just one so it sells it a bit better. Definitely will add few more variations and challenges to make it more engaging. Thanks for the feedback! 

thanks for playing and the feedback! I did try to go for a more swinging feel as the cheeks grow bigger it would impact the hamster's movements. But maybe can tweak it a bit more to feel more like that rather than floaty. I also did want to feel more of a risk to continue gather more peanuts but maybe need to balance that with replayability and making that a bit better experience. Thanks for the feedback! 

Thanks! And yes that was the mechanic I was going for, though maybe I should make it feel more like a weight and swinging of the cheeks causing you to lose your balance as you collect more. May do some more tweaking after the jam!