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DumbestGuyHere

87
Posts
3
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A member registered Jun 13, 2025

Creator of

Recent community posts

Glad to have found the game in my last stretch of rating, very fun even if it's difficult. Would definitely play more later!

This was fun but I feel like some sort of audio signal would have been nice when the wrong letter is pressed. Also, the sound of the enemy dying jumpscared me.

WHO IS BUYING SO MANY BRICKS?

I noticed the market exploit completely by accident when I noticed that my resources weren't going down as I continuously spammed the x100 button. That was in my second run after a 40 day run because I was just vibing to the ambient music. Pretty well done, cramping my hand was definitely worth it.

BTW I didn't get to 1M screws till day 14 so is there an ending there or is it just for our own satisfaction?

Short little visual novel type game, I was confused why this wasn't playable on itch but then I saw you made it with just HTML so that's new for sure. You can only improve from here and I hope you keep making games!

I didn't realise I needed to interact with the spider to get my music to register, everything fell into place after that although I was stuck on the last song for almost 15 minutes. I'm glad to have finished the game finally, thanks for making it!

Such an awesome game but the background music and art really bring this down. They complement each other in a way but they just feel so out of place and pointless in such a creative and well made puzzle platformer. I found my experience worse because of them but the game itself is one of the best in the jams, especially for doing something special and new.

Like many already said, I think making the rules of the puzzle would have helped the player experience much more. I understand the error is the feature but you can always tell people what the error is. I like the idea and maybe if you update this to be slightly clearer in requirements, I'd love to kill a few brain cells here.

I accidentally played Playtest mode and saw later that Debug is supposed to be easier. Oh well. I had fun though, the platform colliders were just buggy enough to make me slightly paranoid but not annoy me. 

Yeah the controls are a bit messy but I like the concept and this could lead to some pretty confusing puzzles. My recommendation is to try and bind the different controls to keys rather than a menu because it just feels clunky to use menus to play a game. 

Your composer really came through. While the levels were decent, I definitely found myself pushing through it for the music and the projectiles syncing with the music in the first level was noticeable and added to the fun factor.

The gimmicks for each level were unique and pretty awesome. I was stuck on the first level for a bit because I thought pausing the TV was a reaction speed check and choppy FPS kind of discouraged experimentation. Unique, yes but it did make me feel queasy.

This is a very good implementation of the theme. I had a blast and I think I'll come back to this after the jam ends. Like others, I hope this sees further updates because not fleshing this out would be a crime.

It was nice but the high sensitivity very nearly made it unplayable for me. The premise itself was good and hopefully you'll polish the game a bit to ensure it's much more enjoyable later on.

Yeah apparently the slanted roof tripped everyone out but it is good to see that the most annoying and disappointing part of this is something so many people had a laugh at. Thanks for the encouragement too, I look forward to building upon this. I've already reworked the movement to work locally and am close to fixing the rotational issues.

Woah my GOAT, I really appreciate you taking the time to play this. (I love your game, it would mean a lot if you could see the comment I left and let me know if I was doing something wrong, thanks!)

I'm glad you had some fun  with this. Apparently rotating objects using Euler angles led to whatever happened here so I'm fixing that right now. Thanks for your time and feedback!

Simple game but atleast it works! The aiming is a bit off but I'm glad I can see where the bullets hit the ground so I can try to aim accordingly. Hope to see some more content added someday. 

I love the idea and the art but the absence of a clear route is pretty bad. I don't know if I'm doing something wrong or the game isn't working properly. I got stuck after helping the lost kid and I think I'm supposed to clear the spiders but I can't get my head around what I'm supposed to do next because the do-re-mi-fa gang just isn't accepting my 1-2-4-5 tune.

I mean this in the best way possible: Love seeing another broken mess of a game with some parody level humour.

The controls are a bit weird but so is the idea that a beaver would crash cars with trees so who am I to say anything?

Beaver? I barely know her.

I appreciate the opportunity to learn about the culture but it feels odd because I don't feel like this fits the theme of the jam. All the best for your future projects!

Damn, I couldn't get past 250k horses but this was funny, I'm just glad I could keep my left click pressed to spawn horses rather than keep clicking a million times. My laptop might die in two days but atleast my mouse will live.

The art is amazing and the characters are pretty intriguing. I would love to see more of this setting and humour. On a constructive note though, I hope you guys take a look at the characters clipping into each other. This is amazing as a 3 day endeavour though.

The icon caught my eye but it was disappointing to see it was a placeholder. It's a fairly simple game with no instructions anywhere about what's required from the players.

I suppose there's not much in terms of mechanics and a gameplay loop but just one slanted roof and very jank code really upped the fun people had so I guess I did one thing right out of 100. I appreciate you trying it, thanks.

Don't know how much of the concept comes through in this but I'm hoping to start over from scratch to not have such a bug free experience later. Thanks for your time though!

The puzzles were so good and every mistake was somewhat noticeable, especially in the later levels with the limited turns. Really polished and well thought out despite the three day development time.

I can relate heavily with the problems you faced. I'm glad you got the game out at the end, I had the same goal and we can only go up from here. I'm looking forward to seeing what you come up with next as you get more familiar with the engine. Good luck!

This is amazing work. I had fun outside of the enemy scaling way too quickly but I just chalk that up to my own bad playstyle.

Great work, I played alone but maybe someday you guys build upon this idea in a multiplayer setting so I can enjoy it properly too? Outside of me being friendless, I can see the matches being chaotic as hell and I look forward to seeing this outside of the jam too.

Am I your CPU?

Outside of that, it would have been nicer to have a little more in terms of mechanics in here. As it is, it's playable but the idea itself is pretty simple and the game isn't long but good use of environmental storytelling. Did you have any plans that you scrapped due to time limitations?

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So I was stuck on the first level and had to quit for the time (Buttons freeze when you click them) but once I saw it on the game page, I was hooked. This was such an interesting puzzle game and although the levels itself weren't difficult, the idea itself is very unique and I had fun with it. Outside of the poor instructions, this is game jam gold.

It looks and plays well except for the fact that the shooting is really inconsistent and it kind of makes it not fun especially when the enemies are so many and so are their projectiles.

Dude you're going to let everyone know I was paid by the medicine companies, don't say it again!

Outside of the money from them though, it makes me happy that you had maybe 1-2 minutes of fun atleast. Thanks for your time.

Oh yeah, I had some trouble with that one. Seriously, all the ideas are so well balanced, just weird enough that it wasn't obvious (atleast to me) and I was never really stuck anywhere too long.

This might be the most perfect game I've played yet. Everything from the gimmick to the art and the puzzles themselves were absolutely perfect. I could brute force my way through most puzzles because if you fall and die at the door it still counts which made Credits an easy pick. I see that as a plus though, more player freedom is always good.

Honestly, thanks for making the game because it's just that good.

Credits solve everything, that's just easy self-marketing at that point.

Very fun game and I love the name and icon. I was actually hoping to see the same art style used in the game but I can make peace with the absence because of the mechanics. I loved being able to travel on the giant bouncy weight. Also how is that possible? But the final boss was also implemented well.

9/10 would throw shit again!