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Gar-badge

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A member registered May 21, 2026 · View creator page →

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Neat concept although the bomb jump seems a bit buggy (it seems to launch you more when you are further away form the bomb which is somewhat counter-intuitive) if the bug is caused by what I think it is, this could be fixed by normalising the explosion direction vector which would make the explosion launch the player the same amount every time, you could then use the (pre-normalised) length of the direction vector to scale the explosion power.

Aside from that, fun concept with some interesting applications of using bombs to trigger buttons which gives the mechanic much more depth, very cool 👍.

Incredibly cool concept with a lot of potential, the emphasis on speed in a card game like this feels quite fresh.

Even if the art is placeholder it still looks very good.

I think some of the buff cards could definitely be much more powerful to encourage thinking a bit more, for example "plan" giving +1 to next 3 cards for a cost of 3 feels very weak since that's only 1 point per time unit which is more expensive than all the basic cards.

I would say the cards need art to be distinguishable in the moment but I assume that was the art not being able to be done due to time constraints. (Also the cards should probably be spaced out a bit more or vertically ordered the other way around so it's easier to see the timers)

Overall very interesting concept with good execution, just needs a bit more balancing.

That is a very good point, thankyou

Very cute game, amazing art and with a unique and interesting mechanic.

The use of boxes to hide in and multiple monsters also really show off the potential of the idea, 5 stars for creativity :3

My only real feedback is that it might have been nice to have had the first level more blatantly demonstrate how the monster works though (see silly ms paint diagram below) although that might just be because I am not great at puzzle games and prefer when stuff is subtly over explained so this could definitely be overboard.


Very simple artstyle but conveys everything clearly.

The UI shop could definitely have a bit of delay before activating (or making you hold to buy an item) since I am usually spam clicking to shoot and then the ui just pops up and I accidentally buy something by accident without getting to read.

If the intention was to not have the player spam click and manage their shots it might have been better to make the clock longer and change primary fire to be more like the railgun so the player has to kite enemies into the right formation before shooting to hit multiple at once in order to properly gain time.

The enemy designs are simple but still manage to create meaningful variation in how they are approached which is cool :3

Incredibly difficult, would be easier if the arrow minigame was in sync with the swimming and perhaps finding a way to put the UI closer together so it's possible to keep track of your position while doing the arrows maybe?

Potentially some kind of communication device on Hydna that relays arrows to them (maybe making it closer to a quick time event so that it's easier if you look at the other screen but it's possible to manage talking and swimming at the same time)

(1 edit)

Sorry for feedback spam I just kinda write everything that comes to mind ^^'

The general feel of the game is great and the art style is very charming.

All the endings are amazing and the .

Quality of Life Suggestions:

- It feels somewhat counter intuitive to move into tiles dig horizontally since it feels like two separate actions and the animation is twice as long has frequently made me assume that I wasn't going to move so  I pressed a new input only to move to a new square and dig in the wrong place.

- Having a "retry day" option would be great  since I found planning routes to be fun but it's quite hard when you have to redo the entire game every attempt. (Though it would make sense if that doesn't align with your vision)

- Having the background area around the player be lit up in yellow would be lovely as it would more clearly highlight which spaces can and can't be moved to (I have on more than one occasion tried to walk through dirt and wasted a dig)

- Probably more my fault but I did not realise the ladder was reusable. Additionally the ladder is slightly clunky since being able to place them infinitely means you might as well let the player just move up whenever so some kind of climbing claws may be more pleasant to use.

Some bugs:

- When I placed a ladder in a big room it went up through the terrain and continued all the way to the surface (I assume it's because the level above me wasn't loaded so the ladder didn't detect it and just went straight through).

- I also managed to dig below the map, you should probably add a barrier there because it is a bit jarring.

The pixel art is very cute.

I especially appreciate the long attack window (i.e time player attack can damage) because it reduces the chance for unfair deaths to contact damage.

A telegraph for the bats dash would be nice since there were multiple occasions where I would jump up to slap one only for it to instantly dash into and damage me. 

Might also have been interesting to make Buller's melee attack have a longer charge up and make them dash to emphasise Buller's strength and make them a hazard you have to pay more attention to.

The constant screams (?) did get annoying quite quickly.

In a potential future version it might also be interesting to have enemies interact with each other, for example a porcupine standing near another porcupine will always shoot out of sync to make it more of a hazard as currently they tend to just shoot in a straight line on the floor at the same time which is easy to dodge.

I just yapped into a microphone lol

Amazing concept, art and execustion 24/25.

Specifically the stun effect as a way to deal damage in a time constrained shooter is also a great idea.

A restart wave button would have been nice.

1 point deducted because the spinning plate doesn't spun the camera which keeps throwing my aim off just enough to miss (also the camera in general is a bit sluggish).

I appreciated how it eased the learning curve and subtly explained the mecahnics. Not the most interesting concept but exectued very well.

Also the slime stack visuals are amazing.

The UI and art style are incredibly good although the gameplay feels a bit too random due to the lack of player control.

The oxygen mechanic seemed only purposeful in the late game as there is (as far as I can tell) no incentive to stay around longer except to get to the mermaid (could be remedied by needing to return to submarine to collect fish).

Early game bubble fish are really neat since they seem to spawn behind the player and the tank controls make getting the extra oxygen a significant time investment which is a neat form of player expressions.

Would be nice if the background had parallax because it's a bit hard to tell if/where I'm moving.

Ending was a bit of a bummer but also quite funny.

The rocket is very challenging to control however I think this helps the game as there are minimal other hazards.

Picking up and throwing citizens is very funny :3

Patched time to be shorter and fixed end scene