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Janett

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A member registered 11 days ago · View creator page →

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ohh that's actually so cool!!  using 6502 assembly and then testing it on an actual Twin Famicom makes it feel like a proper old-school project haha. and outsourcing the code while focusing on the art is an interesting approach! did u create all the character designs and game visuals yourself?

basing the nest chambers on real X ray scans of Lasius niger nests is such a cool detail, and offline progress simulating up to 120 days means you can actually leave it running like a real colony. quick one in wallpaper mode, does the colony keep simulating the same way, or is it more of a passive display?

no combat, no timer, no way to lose plus actually felling a tree, sawing it to length and pegging it into the wall is such a satisfying loop to build a game around, and the perfect hit nail moment sounds so good. quick one with the placeholder shapes right now, are the proper models going to keep the same simple look, or is the plan for a bigger visual glow up later?

a runaway tyre dodging traffic on a sunset coast highway is such a silly, charming premise for an endless runner, and the tyre rolling as the protagonist is a great choice. quick one is the tyre the only thing you control, or do you get any cosmetic/vehicle options later on?

step the same way and welcome to the Salsa Club is such a funny way to frame a fail state, and five animals each with a tell you have to learn is a clever little premise. quick one do the habits stay consistent per animal every run, or do they get faster/more subtle as your score climbs?

framing a falling-block game as holding back a flood is such a good reskin every line you clear making the wall stronger gives the stacking a real sense of stakes. quick one is it pure endless survival, or does the flood rise in set stages as you clear more lines? 

a poodle moth as the last Light Child on a quest for three sacred orbs is such a gentle, storybook premise, and the poodle moth itself is such a lovely choice for a protagonist. quick one is this more of a platformer or a puzzle adventure, and how do the forests, caves and oceans each change things up?

PS1 style horror with VHS grain and a set of rules you have to follow is such a strong combo, and if you hear your own voice outside, go to the basement" is genuinely one of the creepier rules I've read. quick one do the rules actually get tested during the game, like you can break them and face consequences, or are they more for atmosphere?

a browser to browser falling-block game with just a 5 letter code and no account is such a smooth way to play with a friend, and 9 solo modes is way more than I expected. quick one the same piece queue for both players in a match is a great call, does that mean RNG is fully seeded per round so rematches stay fair too?

a deduction puzzle with only two rules but a guaranteed unique solution you can always logic your way to is exactly my kind of game, and the adapts to your level bit is a nice touch. quick one does the web version also have the hint system that explains the next deduction, or is that Android-only for now?

this is such a thorough write-up for a Sprunki template, and the fact that you're keeping it open source for Scratch, TurboWarp and more is genuinely great for the community. quick one is the template the base you're using for your own mods too, or is it mainly for other people to build on? keep up the modding!

the creature unravelling into the canvas and each painting becoming a 3D world in the artist's own style is such a gorgeous concept, and doing The Starry Night entirely out of brushstrokes is a wild amount of work. quick one how did you decide what wrong thing to give each painting?

some heroes save princesses, others defeat dragons, this idiot just needs to survive himself is a great pitch, and an actual NES compatible parody game is such a fun thing to make in 2026. quick one did you build this with a real NES dev kit, or is it more of a homebrew ROM you're running in emulators?

so u actually managed to bring back some of the content u originally had to cut! ZX0 compression sounds like it made a huge difference btw, i've really enjoyed chatting with u about your games haha would u be comfy continuing our little game dev convo another platform? no pressure at all if you'd rather stay here!

i feel like that's what makes a visual novel memorable too, when the story and character development stay at the heart of everything! btw, i've really enjoyed chatting with u about your games haha would u be comfy continuing our little game dev convo on another platform? no pressure at all if you'd rather stay here!

ooh i love a slow build like that starting with something slightly unsettling and letting the horror creep in gradually can make the deeper parts feel even more intense. did u draw inspiration from any particular horror games or stories when creating that atmosphere?

ohh that makes sense! sacrificing the fancy intro and animated ending for shorter reload times is a pretty reasonable trade-off, especially for people playing on real hardware haha. 😭 did u find it difficult deciding which visual extras to cut, or was keeping the gameplay smooth always the priority?

the focus shifts from experimenting with new universes to developing the one you've already built. that's a really interesting progression haha btw, i've really enjoyed chatting with u about your games haha would u be comfy continuing our little game dev convo on another platform? no pressure at all if you'd rather stay here!

ohh that's a cool way to add replayability haha! so each universe can develop differently depending on whether u want a more idle focused or active playstyle do u find yourself experimenting with different laws when playing, or do u usually stick with the same setup once u find one that works?

done!! please check

ohh i like that there's more than one thing being scored, especially chain cuts and distance management it makes the planning feel like more than just taking out as many enemies as possible haha. do players usually try to maximize their score, or is surviving the run and experimenting with different routes just as rewarding?

ohh so players can pretty much sacrifice their whole interface if they're willing to deal with the consequences i like that some elements are exceptions too! btw, i've really enjoyed chatting with u about your games haha would u be comfy continuing our little game dev convo on  another platform? no pressure at all if you'd rather stay here!

oh lovely will watch!
also i do found ur insta through yt bio! so hope its ok if i send u a req and msg there?

ahhh okay, that's actually such a clever mechanic so every sacrifice gives u a trade off rather than just taking something away. losing the health display sounds especially risky haha. does the game let players sacrifice all the UI elements, or are some of them too important to give up?

ohh gotcha haha, keeping the commands limited probably makes the game easier to pick up without taking away that classic adventure feel did u choose the commands based on the puzzles and interactions in the game, or were there any you really wanted to include just for fun?

a huge character taking over the screen and doing funny things sounds like such a fun change of pace from the main gameplay haha btw, i've really enjoyed chatting with u about your games haha would u be comfy continuing our little game dev convo on another platform? no pressure at all if you'd rather stay here!

i'll definitely spread the word, the atmosphere and concept are genuinely worth checking out haha btw, i've really enjoyed chatting with u about your games haha would u be comfy continuing our little game dev convo on another platform? no pressure at all if you'd rather stay here!

hahaha i think that's a good sign though!!  when you've spent so much time creating something, it's probably hard to judge how it'll feel to someone experiencing it for the first time. now i'm even more curious to see how Code reacts to those rewinds haha! how long have u been working on this game?

ah sure its ur choice! i was hoping for a more smoother convo:)
maybe well lemme try logging my old X if i still have it!
and send u a req?
okies?

ohh i see!! so lighting the lighthouse is basically what breaks the cycle, but there's still a reason to explore afterward and collect everything haha 👀 i love when games let u keep exploring even after reaching that point! are u planning to add more things to discover around the island in future updates?

hahaha uncle cletus sounds like he was quite the challenge to make!! and i like that skipping items doesn't make the boss impossible, but makes u work harder for the win haha. did u have fun designing the bonus stage too, or was getting the main game finished the bigger challenge?

every choice is the sensible one, humanity still ends up here is such a bleak but funny hook, and a curator robot making you run a simulator of a civilisation that already ended is a great framing device. quick one when you Rewind a choice, does the museum react to it at all, like Code commenting on you taking something back out? the only re run ending line already gives me chills!

a text based Halloween game where you can just type VOCABULARY to see what the parser understands is such a helpful touch for a short ZX Spectrum-style game. quick one is it a proper parser where you can try most reasonable commands, or is it a bit more limited and the vocabulary list is basically the whole thing? curious what a fateful Halloween evening has in store!

the DS-style low-poly look with wobbling vertices is such a specific vibe, and a Watcher that only moves when you're not looking is always going to get me. quick one does the night repeating actually change anything in the world between runs, or is it more about what you now understand as the player? also play with the lights off is noted and slightly terrifying!

an incremental game that starts before the Big Bang and runs on real physics numbers is such a neat concept, and that surplus becomes everything there is is a great line. quick one when you seed a new universe, do the laws of physics you pick actually change how the Acts play out, or mainly what Constants you carry over? free with no ads or data collection is a big plus too!

camp management plus action combat in the browser is ambitious, and the pixel art looks great. companions living their own lives around the fire and telling their pasts is exactly the kind of detail that makes a camp feel alive. quick one do the class paths unlock as you go on expeditions, or do you pick one from the start? excited to try this!

weaponize your own UI is such a great idea turning the game's own windows and popups into your tools is exactly the kind of meta chaos a virus game should have. quick one when you say every sacrifice changes the game, does that mean the UI you give up affects later fights, or is it more of a run to run thing? love that it's all handcrafted by one person too!

the game is less than a week old and u already added radar on day three? that's actually impressive haha btw, i've really enjoyed chatting with u about your games haha  would u be comfy continuing our little game dev convo on another platform except X as i dont have it? no pressure at all if you'd rather stay here!

Le Llamaban El Pollito as a Spaghetti Western shoot em up on the 128K is such a fun combo, and the health bar being the length of your revolver is a genuinely clever touch. quick one if you skip items in Part 1, does the boss fight just get longer, or does the boss actually behave differently too? the Uncle Cletus moonshine bonus stage sounds like a great time as well!

the Mouse cam driving your dad's clockwork mouse around in first person while dodging Kernel is such an inventive idea, and a cat named Kernel leading you to an antenna pointed at the sky is a lovely image. quick one is the potato battery one of several tinkerer puzzles, or more of a one-off set piece? point and click meets 1989 suburbia is very much my thing!