Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

LightPotato

358
Posts
253
Followers
5
Following
A member registered Mar 16, 2019 · View creator page →

Creator of

Recent community posts

What a cool puzzle game! I'm normally skeptical about 'per step' mechanics in puzzle games due to its trial-and-error nature. While this game isn't completely free of this, you managed to think of cool setups using this mechanic. I especially liked later levels, centered around making a specific formation of the snake to pass 'Count 2' lasers.

I think it might work better if some lasers/bombs were manually detonated (by pressing space or something), to remove moving around just for the right number. Still, really clever puzzle design!

Actually endless mode was planned after completing the game, but scrapped due to the jam time countdown :(

Thanks for playing!

This was so fun! I like how simple the rules are, but it gets deeper when realizing multiple tricks you can pull off. Such as x0 to reset the number, x9, x8, x7 consecutively to blow the numbers up, etc. Also having the limited number of numbers (lol) really encourages to act fast.

One thing I'd wish is to make the tasks more balanced. For example getting the task 'bigger than 8623900' followed by 'smaller than -235861200' was quite nasty, unless I'm missing something. Also the task 'contain numbers X and Y' felt much harder than the rest.

Great game :)

This is like buckshot omelette

Awesome work all around! The atmosphere, character design, and the number going down captures the feeling of anxiety very well. The achievement system also adds a good amount of replayability.

The egg-modifiers each turn was a nice idea, I liked the 'adding the number instead of subtracting' in particular. I wish there were more interesting effects, maybe like 'subtract the number twice'?

What a blast! Took me a few tries but the game was fun after getting hooked on. The countdown sound and the screen effects near the end really made me feel anxious, and it feels so satisfying to get the part fixed in the last second.

One thing I'd suggest is to add more tools as the game progresses, rather than introducing them all at once. The tutorial was a great inclusion but it felt overwhelming at first.

Nice game :)

you could say... it captchas a lot of chaos

wowzers

lmao are our brains secretly linked or something

Really cool ideas to add some depth to the puzzles, thank you :)

(1 edit)

Plug and Multiplug is the right guess! So basically after each action,

1. Check from each powered multiplug if it has a cycle or it's connected from the source. If not, turn its power off.

2. From each powered multiplug and the source, pass the electricity via DFS.

I love how it doesn't explain everything at the first, but you get a feel of how to complete each objective by trying again. Also liked how the music syncs with each task as well.

Wanted to complete all minigames but the car one was too hard :(

The actions in the first run making the second run easier sounds like a fun concept for a racing game. Dashing and shooting mechanic was nice for adding a bit of depth too.

Aside from the audio being too loud sometimes, and the bump + red square obstacle being unintuitive, I enjoyed it

The rules are simple, yet surprisingly there's a lot of depth in it. I like how killing more enemies in one shot gives extra points, so you are encouraged to plan carefully. Ammo and replica item were nice ways to add extra strategy elements too. 

I liked interpreting the loop as a habit, nice little concept. Great art as well!

I like how the fakeouts gives a little more depth, but there doesn't seem to be real penalty for touching the nose at the fakeouts. Maybe reduce the time left to penalize?

ah yes, fellow graph enjoyer

The difficulty felt just right, visuals were satisfying, a very well-rounded game all around! I liked the process of elimination for solving puzzles, and I also liked how you went an extra mile by introducing overlaps.

Yeah that's a known issue, I forgot to click one checkbox in the engine lol. Anyway thanks for playing!

This got some banger concept here, the idea of coding your own virus is so sick. The execution could be better tho, like introducing one type of node each wave and encouraging to use it by the specific enemy behavior.

Ok this is actually so cool????

I have no idea how you coded this, the idea and execution is mindblowing! I really love that you can mess with the cameras to make pretty shapes, even if you have no idea how to make the answer shape lol. Really hope this gets showcased by Mark

I like that bullets you fired can be obstacles, so you need to aim each shot carefully. Got a good variety of enemy types too.

I found the best strategy is to stay at the middle and shoot whatever is coming towards the player, so you might want to add a new type of enemy that prevents camping

I liked the idea of doing the same level but with different control schemes. Jump king controls was my favorite one idea-wise, it was the most difficult level tho.

Also it's nice to switch things up with the shooting section, interesting how the different weapons changes stuff a lot. I just wish enemies didn't spawn near the player

As soon as I saw Reimu I knew it was a peak game. Unfortunately my smol brain couldn't comprehend the puzzles...

Nice job on implementing the undo feature, making this in the personal engine is so impressive! Tho I would like to see which character I can control in the current iteration.

(1 edit)

Of course I should have expected exit 8 type games after the theme announcement lol. Nice job on setting the atmosphere and composing the music! The echoing footstep sfx would help a lot with the vibe if it was there.

Admittedly I was annoyed by the tutorial message popping up every time after I mess up, not too much of a deal tho

Very delicious game you got there, it's been a while to see a planet-based gravity gimmick and it's done nicely here. Not to mention the artstyle, I love the sketchbook vibe!

The keys could've been bigger to make the controls less precise, but it's only a personal choice I guess

Admittedly this game is not for everyone, I understand the rules can be confusing especially if you're not familar with the graph theory. Still I hope you found it interesting :)

I have been summoned as a GD player

The level design is nicely done, and the difficulty curve feels right. I also liked the simplistic visuals in this one, and especially the rolling eye was cute.

The wall hugging mechanic doesn't seem intentional and hinders the jump from a few places, but it got a potential to be a sick gimmick I feel

Very addicting, I could see myself wanting to buy just 1 more orb upgrade. Nicely done game loop! The big monster killing other monster made me feel like I was only dodging minions and not defeating them myself, but it was a useful feature for the XP farming I guess.

Really wish there was some sfx for attacks and dealing damages, would make the game more satisfying to play

The artstyle is so nice, the desaturated tone matches the scary vibe really well. I liked the navigation system for the resources too.

The gameplay could have more depth tho, like having some stamina you can use in order to run away from the monsters.

The setting is so awesome, the musician playing the same music forever goes so hard as a concept. I liked how the character changes the poses to the beat.

Though you can gain score by spamming spacebar and ignoring the rhythm, you might want to fix that by not registering score if the player presses too early.

Nice mechanics here, it was fun to capture loads of enemies and swing them around for a big combo. I also liked how the camera moves depending on the mouse position. 

It would be more interesting if the captured enemies blocked projectiles. Btw you can go out of bounds by going upwards since cactuses there have no hitboxes

Wait, did something happen in level 5?

Haven't heard of the portmaster project before, but it looks awesome :D

You can, just don't forget to credit!

Yes it's a frame-by-frame animation

it's indeed possible, hint - how to reach that air tank at the left without trapping yourself?

oh well you're right, thanks for reporting! will include that fix in the post jam update

I see we had a very similar direction for approaching the theme, and yet there are a lot of differences between mine and yours. Wish I could check this earlier.

For the game itself, it got some really cool mind-bending mechanics! The red spikes, dual characters and the rotation adds a lot of depth to the gimmick. Level design is well done too, having similar layout but different target shape makes each puzzle fresh and not too intimidating. I should steal this idea

Managed to get to lv 36, those puzzles are really getting tough. Congrats on top 100!

Baba is You is the reason why I got into puzzle games, so it sure influenced me and this game in a way. Thanks!

So this is what itch server feels like near the jam deadline

Nice entry, I had some fun experimenting with those building blocks. Starting with only a server and a data stream was nice, as it teaches how to get money in the simplest setup. 

Very  creative take on sokobans! Some of the levels were very clever, level 7 utilizing slicing to make a bridge that pushes the block downwards was a cool trick. Also for level 9 I had to think about how much blocks and targets I'll need, and the answer being a pythagorean triple thingy was so cool.

this is peak

It's surprisingly rare to see balloon-themed entries in here haha

Cute little game, it was nice to see fun ideas like the helium tank reversing gravity.