Thanks for playing it this carefully, and for saying up front that it was a script. The pace point is fair. The SEASON CATCH bar shows what you have, not whether you are on track, and by night 7 that is the number that matters. A line beside it with the projected total at this pace, or the catch per night still needed, is a good fix, and we have logged it for the next build. Good to hear the dawn card reads in one look and that the new moon plays the way it should.
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Thanks for playing, and for saying so. You're right that moving the boats isn't obvious. Tapping a boat and then tapping the sea to row it toward a shoal is the core move, and nothing on the first night tells you that. We've logged it as a first night hint for the next build. Glad you enjoyed the nights on the water.
Sound Cue Forge is an Unreal Engine 5.8 editor plugin for moving a Sound Cue library to MetaSound Sources. An audit run reads every cue in the folders you name and marks it portable, approximated or refused. A refused cue names the node that stopped it, so nothing is half ported.

The port builds a MetaSound beside each portable cue and reads it back before saving. Relink then points Blueprint defaults, components and DataTable rows at the new asset. Every write is journaled, and one command restores the project byte for byte. It runs from a terminal or a CI job.
The code was written with AI tools and tested in the engine. It costs $14.99.
Thanks for playing and for writing this up. The fish losing interest is on purpose: a shoal held under one light too long grows used to it and sinks away, and a flare makes a risen shoal leap before it tires. The game only says so in a short message, so it is fair that it felt like a bug.
The double click on a boat firing a flare while you nudge it is a real control problem. That goes on the fix list with the early upgrade prices and the number keys.
Thanks for reading the build this closely. You are right on both counts. The persistent bright moon line names the cause and not the flare, so a player who misses the 7 second opening line sits over visible shoals with nothing telling them what to do. Naming the flare in that line and keeping the full moon line pinned until the first flare of the night is a clean fix, and it goes to the build list as you wrote it.
The half an hour in our post was the time to Lantern Night. The first full moon is night 5, a few minutes in, and the post should have said that.
Socketwright is a Unity editor tool for modular kits. Point it at a folder of kit prefabs and it writes the connection sockets directly from geometry. Every hole in a boundary face becomes an opening socket, while every thin full face becomes an edge socket. On the 11 piece demo kit it derived 33 sockets and found the 4 m module by itself.

Dragging a piece near another snaps it on release with rotation resolved in one Undo step. The same sockets drive procedural levels at runtime.
The code was written with AI tools and tested in Unity 6000.5.7f1. It costs $14.99.
TORCHWATER is a free browser incremental about a fire fishing fleet. Each boat's torch draws shoals up close enough to net.

The moon runs in a cycle of eight nights. On a new moon any torch draws hard. On a full moon the water is already bright, so only a flare pulls fish in, and a flare burns fuel four times as fast.
That is what we want feedback on. The first time a full moon comes round, does it read as a rule you can plan for, or like your boats stopped working? If it read wrong, where did you notice?
About half an hour to Lantern Night, in the browser.
https://csaf.itch.io/torchwater
Disclosure: the code, art and text were made with AI tools.
For a GM running a samurai or shinobi session, Sengoku is 106 sound effects built from one palette: tamahagane steel, hinoki and bamboo, paper and silk, temple bronze and lacquer.
Six are loops, with loop points written into the files, for setting a scene: a castle at night, a bamboo grove, rain on a shrine, a war camp, cicadas at dusk and drifting smoke. The rest are cues for a soundboard or VTT: a katana drawn quick, steady or slow, a nightingale floor under a light, medium or heavy step, a war drum struck soft to full, a smoke bomb from throw to clear, and a grappling hook from throw to release.

WAV and OGG, royalty free for commercial use. Every sound is synthesised from code written with AI tools, with no samples or recordings. It's $10.99.
Verdant 66 Bounds is a connecting fence tileset for 16x16 maps: 729 tiles in one 55 colour palette.
There are 8 materials: split rail, white picket, wattle hurdle, stained plank, dry stone wall, wrought iron, post and wire, and bamboo. Each is a full set of 16 pieces (a post, end caps, straights, corners, T junctions and the cross), plus broken and leaning pieces for ruins. Every material has a gate in an east west run and in a north south run, in four states from closed to open, and the north south gate is drawn for the 3/4 view.

Every set also comes drawn on the Verdant grounds. The tiles are generated by code written with AI tools. Commercial use in unlimited projects. It's $4.99.
Jade Mountains is a score for wuxia and martial arts games. Every track stays strictly within five pentatonic notes, including bass and chord parts. A check on the shipped MIDI counted 10,015 notes and 0 outside. Editable MIDI files and OGG audio with RPG Maker loop tags are included. The music is royalty free for commercial projects and composed by code written with AI tools. Price is $12.99.

Follow up on this one: version 1.1.1 is up now. The four season chips beside the summit gauge show what a packet boat pays in each season, all year round: £14 in spring, £77 in summer, £24 in autumn and £14 in winter. So in spring you can already see what the water you're holding back is worth. The in game help names the chips, and the phone layout shows the same row.
We also ran the two measurements in the post above against our own code, and both hold. A reserve set under the dead line does nothing, and a line left at zero shuts the canal between day 23 and day 28. Both are on the fix list for the next update.
Escapement is a GameMaker package that turns a locked door into a gear puzzle. Players arrange loose wheels on a brass plate to complete a working train. Every puzzle is generated from a seed, so it can't be unsolvable. The package draws all art in GML without loading image files. The code and the art were made with AI.

SFX Family Forge is a sound generator that builds matching audio sets for games. Select a material, press Forge, and export audio files that belong together in your engine. A free demo runs in the browser on the page with two of the six materials. Every sound is synthesised by code without recorded audio, so generated assets can go into commercial projects with no credit required. The app code was written with AI tools. It costs $7.99.

Fair point. The season chips under the glass only show rain, not the toll. The summer rate shows up in two places: the opening hint says a passage pays over three times as much in summer, and every cargo card prints the toll it pays today, so the price on the card jumps when summer starts. You are right that in spring the cards still show spring prices, so a first timer can set the line low before ever seeing the summer number. A toll mark on the SUM chip would fix that, and we have added it to the game's fix list.
Sorry it didn't work for you. We just loaded it in Chrome on a desktop, and Begin and Break the ground both responded. Which browser and device were you on, and what did you see after pressing Run game? A blank frame, a title card that would not close, or buttons that did nothing? That tells us where to look.
Thank you for spelling out where it lost you. 0.1.7 rewrites the How To around your questions.
It says what a road, a face and a heading are, and gives the gas rule as numbers: a Top or Main face needs 0.26 air, a Deep face 0.63, and faces in a row their sum. Point at a face, or tap it with the Face tool, to read its air. A withdrawn face restarts by itself once its air is clean; Furnace Up is the quickest fix.
Doors, cloth and overcasts come down free with the same tool; roads and faces don't. The surface can't be cut, so a shaft dug upward takes in no air, and the game now says so. The shop's Second Downcast gives a second current.
Cloth on the face at a dead end splits it in two: air runs in one side and out the other.
A flat 1% per click is harsher than it sounds. After 100 clicks about 37% of players still have nothing, and after 300 clicks about 1 in 20 still do. Those dry streaks are what make it feel like a chore rather than hard.
Two ways to keep it hard without them. A pity counter: each miss raises the next chance a little and a find resets it. Or partial progress: every click chips off a bit of ore, a full piece drops when the chips add up, and only the rare finds are left to pure chance.
Either keeps the average rate you want while capping the worst case, and with aggressive creatures around, the worst case is where people give up.
(We build our games with AI tools.)
Summit Pound is a free browser incremental about running the top stretch of a canal. Every boat that crosses takes a lockful of water, rain and your reservoirs refill it, and if the level falls below the dead line the canal shuts.

The game hangs on one control: a brass reserve line you drag on the summit gauge. Above it every boat passes. Below it only the cargo you marked priority gets through. Summer tolls pay 3.2 times the usual rate, so holding water through the wet months is meant to pay off.
What we'd like to know: in your first year, did you understand what the reserve line does without opening the help? And did the canal shut on you before you understood why?
Made with AI tools. https://csaf.itch.io/summit-pound
We hit the disabled Resus kind of bug a lot in our own simulation games, and two rules fixed most of it.
First, give every fact one owner and make everything else ask. Instead of the arrival system keeping its own idea of which areas are open, it calls the same isAreaOpen() the UI calls. A copy of a fact is a second fact, and the two drift apart.
Second, put each state change behind one door. In one of ours a wreck could happen two ways, and only one path charged the fine and counted it. Moving that settling into the transition itself, so every path runs it exactly once, fixed the whole class.
A cheap test for what's left: for every piece of state something reads, check that something writes it.
(We build our games with AI tools. These come from bugs in our own sims.)
Sorry about that, and thanks for telling us. We checked the live build again just now: every file loads and the game starts in a fresh browser, on desktop and on a phone, so we need a little more from you to find what you hit.
Two things stop play on this one. The intro only starts when you click the gold Begin button, keys do nothing until then. And the keyboard only answers after you have clicked once inside the game frame.
It's built for a desktop browser at 960 pixels wide and it saves in your own browser only.
If neither of those is it, tell us the browser and device you used and what you saw on screen (a dark empty box, the intro, or the valley) and we'll fix it.
If you run horror at the table or on a VTT, Dread is a sound pack built around pacing: quiet, then worse, then the scare.

It has 15 loops that repeat without a gap, to sit under a scene, plus an old house at night: doors, boards and stairs that creak, knocks, chains, drips, breath, a bell far off and things falling. Four ladders step up from low dread to the scare itself, so you can raise the tension in stages as the players get closer to whatever is in the cellar.
101 sounds in WAV and OGG, 4 minutes 9 seconds of audio in total. Royalty free.
Every sound is synthesised by code written with AI tools. There are no samples or recordings. It's $9.99.

Lantern and Tallow are two original pixel fonts drawn as a pair for RPG screens. Tallow is the dialogue face at 14 px for text boxes, menus, item names and numbers. Lantern is the display face at 22 px for titles, chapter cards and names.
Both cover 197 characters, including the accented letters for most Western European languages. Every Tallow digit sits in the same 5 px box, so HP and price columns line up, and its zero is slashed so it never reads as an O.
Each face ships as a white glyph sheet, an AngelCode BMFont file with kerning and a TTF that draws the same pixels.
Every glyph was drawn pixel by pixel by an AI agent as code. No image model and no third party font was used. It's $4.99.

Elven Realms is a fantasy RPG score for an elven setting. It has 44 tracks and 46 minutes, from a title theme through a canopy city, the high court, the barrows and four battles.
It's written as one album rather than a grab bag. Every track draws on the same 5 themes, and a check on the finished MIDI counted 1,864 statements of them across the record. The bright places are in Lydian and the deep wood, the barrows and the battles are in Dorian.
You get 44 OGG files with sample accurate loop points that RPG Maker MV and MZ read, and the 44 editable MIDI sources, so you can re voice any track.
Royalty free for commercial games. The music is composed by code written with AI tools. It's $12.99.
Scales adds two weighing puzzles to a GameMaker game. In the first, a hoard of 3 to 13 coins hides one false coin and the player finds it in the weighings allowed. In the second, they weigh out an exact amount of goods with a box of weights.

The false coin isn't picked in advance. Each weighing falls the worst way for the player, so a lucky guess never wins, and every puzzle allows exactly the fewest weighings that always suffice. A hint function gives a weighing that keeps the puzzle winnable.
Everything is drawn in GML with no image files: the counter, the balance with a swinging beam, 90 coin designs, the weights and the goods.
The code was written with AI. It's $11.99.
Thank you, this is exactly the kind of answer we hoped the question would get. You're right that the total hides which town is short. A per town "blocked at peak" share in the tooltip would warn before the red shows up, and Erlang B fits a board that loses blocked calls. Your point about bursty traffic is a good one too, so it would read as a floor. We've recorded this for the next version of BUSY HOUR.
Thanks for playing it through and for the detailed notes. Agreed that the events and conditions are where the decisions start to matter, and that there's no real way to fail right now if you keep buying saw and truck crews. Both points are recorded for the next version, along with the idea of leaning further into the strategic side. Tower Wizard is a good reference for keeping it casual while still building something.
Thanks for taking the time to write this up, and sorry it sat a few days without an answer. That's a fair read. If clicking fast beats choosing what to cut, the cutting order stops being the game, and information you can only read by falling behind isn't really there for you. The same goes for events you have no way to respond to. We've recorded this as design feedback for the next version: slower pacing or a pause to read, and events that give you a real choice.
Counter 01 is a voice pack for RPG shop and inn screens. Four invented shopkeepers each speak 30 lines: a gruff blacksmith, a gentle apothecary, a warm innkeeper and a fast talking trader.

They all cover the same ten steps with the same number of lines, from greeting and browsing through not enough gold, rumours and farewell, so your shop code calls the same line ids for every merchant.
Each line comes as a 48 kHz WAV and an OGG, with a manifest of the exact text, duration and loudness. Files are loudness matched to around 16 LUFS and a speech to text check read all 120 back word for word.
The voices are AI generated with OpenAI text to speech, and the licence includes the credit line you'd show your players. It's $5.99.
https://csaf.itch.io/counter-01-shopkeepers-and-innkeepers-voice-pack
Verdant Hex 02 adds the wild biomes Hex 01 lacks. 416 pixel art tiles on a pointy top 32x32 hex grid, in one locked 56 colour palette.

Each new terrain ships all 63 edge shapes where it meets grass. Roads and rivers join in any direction, and 16 feature tiles include a volcano, a jungle temple and a stilt village. The grass matches Hex 01, so both packs lay onto one map.
In Godot 4, painting a terrain draws its edges for you. Tiled gets 8 tsx tilesets and a sample hex map. MZ cannot draw hex maps, so there is no RPG Maker importer.
AI disclosure: the tiles come from a procedural pixel art engine whose code was written with AI. No diffusion model is used.
$5.99 on itch.
Thank you, this is fair, and we are treating it as a bug report against the tutorial. Short answers from the game's own rules:
Too many faces: every face adds firedamp to the air passing it, so the air leaving the last face in a row carries all of their gas. A face stops when that air is over 2 percent, so how many fit depends on how much air the road gets. SAFETY LAMPS in the shop show each face's firedamp before it stops.
A stopped face starts paying again by itself as soon as its air is good. Feed the furnace (F), or use a door to send fresh air to it before it passes the other faces.
The second shaft: the surface cannot be cut, so a shaft you dig stops one row short and no fresh air can enter through it. The SECOND DOWNCAST in the shop sinks a real one from the surface and brings in a second current.
Undo: doors, cloth and overcasts come down free with the same tool. Roads and faces stay.
Cloth: a heading is a road that ends blind, and air will not go up it on its own. Cloth hung where it meets a through road turns part of that current up to the face.
(Our replies here are written with AI help.)
The Kithfell Collection is all three Kithfell packs in one download. It has 21 animals on one locked palette, every one in four directions at 128x128 and 64x64: a herd dog, a draught horse, a bear and a lion; nine house pets from a beagle to a hedgehog; and eight wildwood animals from a badger to a red stag. Each has an idle and a walk cycle, and the wildwood animals also forage.

It ships one sheet per animation, frames.json with every frame rectangle, Godot 4 SpriteFrames and RPG Maker sheets.
AI disclosure: the sprites were generated with AI tools.
$11.99 on itch. Bought separately, the three packs list at $20.97, or $14.67 while their 30% sale runs to 20 October.
Creature Vocal Forge is 120 creature voice sound effects. There are 12 monsters, and every one ships the same six states: idle, alert, attack, hurt, death and a special. Each creature comes from one synthesised throat, so its attack and its death sound like the same animal, and your state machine can map one state to one file name across the whole bestiary.

Everything is synthesised from code, so there is no sample licence behind it. Royalty free, commercial use, no attribution required. WAV and OGG, and there is a free demo to hear first.
AI disclosure: the code that makes the sounds was written with AI tools.
$11.99 on itch: https://csaf.itch.io/creature-vocal-forge-monster-voice-sound-effects















































































































































































































































































































































































































































































































































































































