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LeanderGameDev

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A member registered Apr 23, 2026 · View creator page →

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thank you we really appreciate it

hey everyone, updated the game, check the devlog but its js QoL and bug changes !! we will update this game and add new features in the future just for fun so leave any suggestions in the comments

Ahhhh this game is so hard lol, but it really felt like I was playing a new geometry dash spin off haha. It feels great to breeze through the levels after getting more upgrades, I had a blast playing!

Count my coins, coin counter! (thanks for the talk :3)

We actually have 8 tracks! One for each zone (and the last randomizes between two), one for each boss, and one for the shop! My friend also made a jazz song which I was going to use for the credits and end of the game but I forgot to implement it last minute :(

This was a cool arcade chaos idea! I liked that the bomb is both the threat and the thing you actually need to use. That made the countdown feel way more active than just a timer ticking down. The boss loop sounds fun too because it keeps you pushing instead of just playing safe.


The controls also give it a more physical feel, which makes the concept stand out more. I like when a game takes a familiar arcade feeling and adds one weird twist. The whole bomb loop sounds stressful in a good way lol. Really neat twist on a boss fight!

The title alone is already amazing lol. I liked how instantly stressful the setup feels, but in a funny way. The hacked-PC vibe works really well and makes the timer feel urgent without being too serious. The old computer look also fits the whole thing perfectly.


It’s the kind of hook you understand immediately, which is a big plus. I like games that know their joke and get to it fast. The countdown feels baked into the whole premise instead of just added on. Super fun idea!

This was weirdly motivating! I liked how the giant shared counter makes it feel like everyone is part of one big dumb mission together. Seeing other people connected makes the clicking feel way more fun than it should. It’s simple, but that honestly feels like the point.


The absurd goal makes it funny and kind of addictive. I like that the game turns a basic clicker idea into something communal. It feels like the kind of thing you open for a minute and then suddenly care about the number lol. Cool social experiment idea!

This setup is so good lol. A cursed pizza delivery run already got me, and the extra punishment makes it feel way more tense. I liked how the game mixes comedy and horror without making the idea too complicated. The simple delivery goal makes the weird stuff hit harder too.


It feels like the kind of entry people remember just from the premise. I also like that the countdown pressure sounds tied to mistakes, which makes it feel more personal. The whole thing has a nasty but funny edge to it hahaha. Really strong hook!

This was such a funny take on the theme. I liked how ridiculous the whole world-ending loop feels, but it still works as an actual game idea. The upgrades make the joke feel more satisfying too, like you’re getting better at doing something absolutely cursed lol. The paperclip-style vibe fits really well.


It’s silly, kinda dark, and very memorable. I like when a small game takes the theme in a weird direction and just commits. The concept made me laugh but also made sense mechanically, which is hard to pull off. Really fun idea!

The look of this is so cool! I really liked the tiny tabletop/diorama feeling, it gives the game so much personality right away. The acrylic standee style is such a nice visual hook too. I also like that the combat seems more thoughtful than just clicking stuff as fast as possible.


The whole thing feels very polished in its idea and presentation. I’m always impressed when a small game has a strong visual identity like this. It feels playful but still strategic, which is a nice mix. Really charming entry!

I really liked this one! The bomb countdown idea made the puzzles feel way more tense than I expected, but the hand-drawn style kept it fun and light. The little character is cute too, and the board was easy to understand without a ton of text. I like when puzzle games let you mess up once and then instantly understand what you should’ve done.


The theme fits super naturally here, which is nice because it doesn’t feel forced at all. It feels like a simple idea that was executed really clearly. The name is also fun and matches the energy pretty well lol. Simple idea but honestly really well done!

This was really stylish! The chess/skull-map setup made the whole game feel cooler and bigger than I expected. I liked how every choice feels important, which fits the countdown theme really well. The dark fantasy look is clean too, not messy or overdone.


Also the title is just SO good lol. It made the game stick in my head immediately. I liked how the whole thing feels serious but still very readable. Very memorable game!

This one stood out to me pretty quick! I really liked the Go-board inspiration, it gives the game a way more unique feel than I expected. The character portrait/dialogue also adds a lot of personality, which I always appreciate. It felt like there was a cool strategy idea underneath everything.


The theme fit naturally too, which made the whole concept feel smooth. I liked that it felt different without being confusing right away. It has that wait this could go kinda deep feeling, which is always fun lol. Really neat entry!

I really liked the whole clock-arena vibe here! The tiny knight is super charming, and the theme comes through really fast without needing much explanation. The circular stage makes it feel more unique too, like it has its own little identity right away. I also thought the title was clever... simple but it works rly well lol.


The game has a really clean short-entry feeling, where the idea is easy to understand but still memorable. I liked that it feels cute and action-y at the same time. The whole thing feels focused, which I always appreciate in smaller games like this. Nice little entry overall!

I like how the scene/file-selection setup makes it feel like you are opening something you maybe should not be poking around in lol. The countdown theme works well with that late-night surveillance vibe. I honestly first thought of FNAF when I saw the design, which I thought was pretty cool, since the setup is reminiscent of the security cameras. It feels like the kind of game where the tension comes from staring too long at normal things until they stop feeling normal. The UI style is doing a lot of work, and it makes the whole thing feel intentionally eerie. I also appreciate how restrained it feels instead of going loud immediately. Very solid atmosphere.

This has a really fun little factory-chaos feeling to it. I like how the boxes, holes, worker character, and grid layout make the goal easy to read without needing a giant tutorial wall. The countdown theme works nicely because everything feels like it is about staying ahead of the mess. It has that satisfying quality where the premise is simple, but the screen starts making you think pretty quickly. The little world details, like trees and candles, give it more charm than a plain box puzzle would have. I also like that it feels tactile, like you are physically managing a tiny workspace. Very clean idea, and the title sells the absurdity well.

This is a great example of a simple idea that instantly works as a game. Clearing coins off a table under pressure is super readable, and the cash popups make each sweep feel satisfying. I like that the theme is not overcomplicated here. It is just a tight little arcade task with a timer pushing you forward. Its also rly engaging because you immediately understand how you could do better. Overall rlly direct, very user-friendly, and pretty satisfying.

This is a really memorable use of a tiny interaction limit. I like how the whole room has this weird tense energy, and the clown setup is immediately attention-grabbing. The grungy machine-room look helps the premise feel creepy and funny at the same time. It also does a good job making the player suspicious of every little thing on screen. That is a smart way to use the theme because the countdown is basically your own curiosity working against you!

This is really charming... The hidden-object format fits Mochi really well because the whole game feels like following a tiny chaos brain from one interesting thing to the next. I liked how the intro sets up the ceramics shop and the forest without making it feel like a wall of story. The watercolor style also does a lot here, since it makes the scenes feel soft and handmade instead of just cute game asset pack. The little map/path screen with all the animals gives the game a nice storybook feeling too. Mochi is such an easy character to root for (even tho he is clearly the problem lol). Very sweet entry, and it has a way stronger identity than many games here!

The game is really fun, I never thought I'd be hitting donuts in a tank haha and I'm impressed that you managed to dish out such clean graphics in such a short period of time! 

The game is really fun, I never thought I'd be hitting donuts in a tank haha and I'm impressed that you managed to dish out such clean graphics in such a short period of time! 

Haha i really like the game's vibe, it felt like I was playing a quiz show the entire way through! When I first started it, I kept sabotaging the ladders I still had left to climb lmao. 

Haha i really like the game's vibe, it felt like I was playing a quiz show the entire way through! When I first started it, I kept sabotaging the ladders I still had left to climb lmao. 

PLEASE make this an actual game, its so much fun!!! The puzzle mechanic is so unique and an awesome spin on the countdown mechanic (im always thinking a timer of some sort, but WOW did you cook.) The puzzles themselves are actually really fun, and, at times, difficult (but never tedious!!!) The artstyle and soundtrack are also so clean and peppy, your game really feels like a finished product!

PLEASE make this an actual game, its so much fun!!! The puzzle mechanic is so unique and an awesome spin on the countdown mechanic (im always thinking a timer of some sort, but WOW did you cook.) The puzzles themselves are actually really fun, and, at times, difficult (but never tedious!!!) The artstyle and soundtrack are also so clean and peppy, your game really feels like a finished product!

I really love the artwork and music you have! The whack-a-mole style gameplay is really fun and I absolutely adore the way the vampires appear in the numbers (it looks so cool!)

This island jumping concept reminds me of a game I used to play a long  time ago! The tutorial explained what would have been a complicated game pretty clearly and I was able to get the hang of it in no time! Unfortunately there were a couple bugs in the last hope islands where the cards were glitching and I was starting with different amounts of coins each time, but other than that, really well done for just 4 days as a solo dev!

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Thanks so much for playing! The past run idea was one that we had thought of but struggled to figure out, but we're glad it came out well! As for the control choice the key binds can be changed in the settings page, although it probably would've been better if we had mentioned that in the tutorial haha.

Also I loooove your game!!!

Wow, this game was fun! I built up my army thinking it was easy and got absolutely decimated on the last round haha. I really enjoyed creating my army and having to adjust it to the relics I bought, overall its a really cool concept that I thoroughly enjoyed!

Man that art style is phenomenal! All the animations and in-game sprites were so clean and well-done that I couldn't fathom doing something like this during a gamejam! I also really enjoyed the take on the countdown being a timer until day-time, overall, this game was really unique and well-done.

Man that art style is phenomenal! All the animations and in-game sprites were so clean and well-done that I couldn't fathom doing something like this during a gamejam! I also really enjoyed the take on the countdown being a timer until day-time, overall, this game was really unique and well-done.

Love the artwork and audio, they do wonders to convey the unique take on the theme and really conveyed how you feel!

I really liked the levels and how simple it felt

Sellers pixel art was made by Jacob (thanks jacob!) Oddly enough never played paper mario the shop was more inspired by Spelunky.

oh.... ok ty

I was really confused what to at level 2 with the button because it said even and I thought it had to do with my ghost's number? but it didnt do anything? I also can't really see how the #2 ghost is "skinny" and it confused me a little at first. Other than that though I think the concept is pretty cool how you have to use multiple forms to progress through the level while having to deal with the obstacles and making sure you use each ghost strategically.

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the gameplay is simple but super satisfying especially when the ball gets a bunch of good bounces and starts destroying everything. the art is gorgeous and the character animations and made everything felt much more lively. I also got weirdly invested in the little love story between rounds. the mix of cute characters, romance, peggle, and planets getting destroyed should not work nearly as well as it does, but somehow it really do.

the music and sound design made the whole experience feel even more polished. every hit had a nice amount of impact and the voices were really cute too. only part I struggled with was knowing how close I was to winning because the gauges were easy to miss. I didnt notice them until pretty late so most rounds I was just launching the ball and hoping for the best. making those bars stand out a little more would help a lot. even with some confusion I had a great time and pulling off so much in only four days is kind of wild. great work by everyone involved, I loved it and now I need to see the other ending too.

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Really clever game, the clicking is also pretty satisfying and i loved the clicker print idea its really smart and cool