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immutableman

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A member registered Aug 25, 2025 · View creator page →

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Great graphics and sound! And the theme interpretations are great, too. Amazing work!

I found myself struggling with color matching and some of the lack of feedback around it. Understandable for a game jam, but I was a bit sad I wasn't able to get further into the story.

I like the idea of a resetting memory as "waves", but it was a bit hard to see that play out in the game. The diary entries don't seem to line up with my actions, and it's not clear if I'm "remembering" something or if I'm "recording" something. I was also kind of confusing what caused a "next day" reset vs ... being forced to restart.

I attempted to play, but the game over screen & menu were not lined up and would not let me retry/continue.

I liked the idea of shooting to the beat. Some feedback on the gun "jamming" and/or a visual cue for when you're doing well would go a long way!

Thanks for the feedback, and agreed that checkpoints would help. I'll remember that for the next game!

Polished entry! Loved the art & audio. The actual puzzles left me wanting more, and I wonder if the theme could have come into play a bit stronger too.

Amazing work! This feels like a full game! I loved the cutscenes, writing, and game mechanic. My only complaint is that the levels themselves just needed more playtesting (e.g, many levels are more or less impossible for multiple attempts only because I don't know what will be coming... a Celeste-style "viewfinder" would be an easy fix). For a game jam, that's totally expected though.

One personal preference thing: you created a very cool spellcast mechanic, but then limit it to a square grid. Given the nature of the spells, an Okami-like "draw a circle" could have been more evocative!

Huge thanks for adding the accessibility options. I would not have been able to see the ending without them :) Even with both on, the boss was hard for me!

Stealth is a great choice for a "sound wave" theme!

Nice use of aesthetics to carry the theme. I don't think I know enough about vaporwave to see how it connects to the gameplay, but I got the sense there was a bit more to the game than I picked up on.

Glad you submitted even if incomplete, as I think there's something interesting here for sure. Definitely not a fail!

Wave 10. I was focused on increasing attack power so I could try to kill reds faster.

A simple but solid game across the board!

One wishlist item: let me hold to rapid fire shoot (or have some other restriction on how fast I can shoot). Forcing me to click quickly become an accessibility barrier.

Great use of minimalism to capture the emotions of the player!

For me, I felt a bit like the theme is fighting with the central idea of the game. As the player, I feel the wave when I slam, but I don't have much actually agency in that moment. That leads me to focus more on the "puzzle"/optimization aspect of the game. This isn't really much of a criticism of the game itself, as this could easily be a full game (as others pointed out, big SUPERHOT vibes)

The ending hits pretty hard... and emphasizes that conflict about the player's agency. Hope you are doing okay <3

I like the theme interpretation! I passed level 2 on accident and got stuck on level 3, so it's hard for me to judge the gameplay and the connection to the echo mechanic. Any hints?

Very kind words, thank you for playing :)

Very creative! It has as almost cozy-game vibe despite the RTS-like mouse movement. When someone finally got home dry, I imagined that my 'game over' was that person drinking tea by a fire :)

Very innovative! Loved "waving", and The Draw Together was touching. I was hoping for more moments where the two characters shared an interaction. I could definitely see a full game from this idea!

It had a bit of vibes of 1000 X Resist, pretty cool! It feels either very personal or very ambitious for a game jam. Or both!

Nice theme interpretation! Calling these QTEs is underselling the idea, since the sequences aren't just "press X". The actual keys line up with the check in pretty satisfying ways. For me, that counted for a lot, as I was actually paying attention to the characters and the check names in a way that I didn't expect.

I like the theme interpretation! I got stuck on the first distress signal though. I got the radio green (but it was an alarm, no human voice), I think I typed in the frequency correctly, and I "dialed" 911, but I can't figure out how to actually start the call, or if I missed some other step. Then I heard a scream or something and I think the game broke (can't change the dial anymore).

I'm not sure if I was missing something, but I don't think I had any meaningful options during my run. Is the intention that eventually I have enough mods that there are interesting trade-offs?

Cool concept! Agree w/others there's a lot of room to improve the gameplay, but I like the solar collector idea as another "wave" theme touch.

Waves as an obstacle is great. Even though it seems obvious in retrospect, I can't think of many games that really lean into it. Cool idea!

I like the theme combo of waves of enemies + wave-themed attacks. It took me a bit to figure out, but once it clicked I had fun figuring out ways to chain different attack types together.

Thanks! Appreciate the kind feedback

Thanks for playing!

Very creative idea! Kind of reminds me of the ways I would entertain myself as a kid by pretending there was a tiny character running/jumping on everyday objects around me.

I dig this art style! Hope you are able to complete the game and share it then!

This is one of my favorites! You nailed the theme in several ways, which is very impressive. And although this gameplay and art style aren't for me personally, I feel like they really do complement the theme and likely the intended audience. I also was caught off guard by the mean kids in a fun way. That moment carried a lot of emotional weight for something that could have just been a minigame!

I like the concept, but I really struggled with the visuals. In the black-and-white setup, I found it quite hard to judge the distance to the enemies, and often could not tell if there was a platform in between.  I'm not sure if that's unique to me or a broader design issue.

Thank you so much! I'm glad you were able to complete all the levels, that actually means a lot to us.

Great feedback on the aesthetic. Thinking about it a bit more, I agree with you that leaning into the more flow-y nature of the movement could have been a better fit for the mechanics. I have a soft spot for the ending my dev partner came up with, though :)

Totally unique idea with cool twists and challenges. Well done! I especially liked how the visual after image helped me navigate for a bit while I was trying to visualize the maze. Only thing I disliked was when red dots spawned very close to me at the beginning of a round.

Love this idea. It's very simple, but it's so strongly on theme and it felt quite satisfying to get the ebb and flow of the waves.

Amazing! Lots of polish across all areas. Really, everything was excellent, but I'll specifically call out the level design. Innovative and intuitive, and great base difficulty with optional challenges.

As a minor point of feedback, I wasn't able to finish the game. I got stuck in one area where there was a drop that was telegraphed by runes.. that didn't respawn... so it become memorization =(   That didn't take much away from my overall enjoyment, though!

thanks for playing! 

Very impressive idea and theming. I love the style and humor. I don't think I have the brain to figure out how to combine the waves though, I was just guessing =O

Nice work! Gave me some Half-Life vibes. I also had a bit of trouble with the lighting, seeing both guns and enemies. I also ran into as where there was 1 enemy left in a wave, but I couldn't find it in the town. Overall, though, solid controls and satisfying carnage.

Thank you! Hopefully the deaths gave you a laugh even though the levels can be a bit brutal.

Thanks! Agree that the difficulty is high. If we had more time, we'd probably have 3-4 more levels that introduce the concepts and checkpoints. But I was happy we got it done in time!

Thanks! Appreciate the play and kind feedback :)