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Senna

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A member registered May 12, 2026 · View creator page →

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Hi! Yes we are the team behind it. 🤗We're still ahead of our game so we mostly go for X and Linkedin. We didn't get the chance to market our game in TikTok and Reddit, although we heard they are really great for game promotion. So far most of our players come from Itch.io especially after Recipe Frenzy got indexed. If you're looking for feedback from experience game devs then getting involved in the indie game community, discover other people's games, and connecting with fellow developers is definitely the way to go.

We are glad you liked Recipe Frenzy and hope you stay tuned for its next update on mobile soon! 🤩 -RonnaFemto Team

ah, you're Turkish too? 🇹🇷 That's awesome haha. It's nice to see someone who's 15 on here. When I was 15, I didn't even know itch.io existed. I'm sure you'll work on even better projects in the future! 

I genuinely respect your mindset, especially at just 15 years old. The fact that you’re learning, experimenting, and trying to bring your ideas to life despite having a limited budget is really admirable. I agree that AI is just a tool, and what truly matters is the idea, vision, and effort behind a game. Keep doing what you love, and I wish you continued success with your games and future projects!

Just to clarify a few things: I'm not deleting anyone's comments simply because they dislike our game or disagree with us. Everyone is entitled to their own opinion, and we're completely fine with people not enjoying Recipe Frenzy. Not every game is for everyone, and we understand that.

The only comments being reported are spam, and those are being removed by the admins. There's a difference between genuine criticism and repeatedly posting spam or comments that don't contribute to the discussion.

We're absolutely open to honest feedback, even if it's negative. If you think something in our game could be better, if something doesn't work as expected, or if you have suggestions that could help us improve, we'd genuinely like to hear them. We're still learning, and constructive criticism is part of that process. You don't have to praise our game or pretend you like it just to leave a comment.

At the same time, we hope people understand that there's a real team behind this project, putting time and effort into creating something of our own. We're not expecting everyone to love it, and we're not claiming that it's a perfect game. We made it to learn, experiment, enjoy the process, and experience what it's like to be part of the game industry.

So, if Recipe Frenzy isn't your cup of tea, that's completely fine! You're free to move on to a game you enjoy more. But if you want to share feedback that genuinely helps us understand what could be improved, you're always welcome to do so. You don't have to like our game, but we do ask that you respect the difference between criticism and spam. ❤️

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I sometimes feel like our game has received some pretty harsh criticism because of the use of AI. The game itself is quite simple, and honestly, there isn't AI-generated art in it beyond Alex and the background photos.

We started making this game to experience what it's like to be part of the game industry and to create something based on the things we genuinely enjoy. For us, it's also about learning, having fun, and bringing an idea to life.

I think sometimes people forget that behind every little indie game, there are real people putting in their time and effort, learning new things, and doing their best. We're not a big studio trying to make the perfect game. We're not trying to prove anything or make some big statement with this game.

I wouldn’t say there was a level that really surprised me, but overall, I had a smooth experience! I played on Safari with a keyboard, an  everything worked fine. I didn’t notice any bugs or run into any issues while playing.

I played through all 22 levels, and I really liked how the game keeps you guessing! Some of the tricks caught me off guard, which made the experience fun. :) I think the biggest strength is that you can't always trust what you see, so you have to experiment and think a little differently. One thing I'd love to see is a bit more variety in how the later levels surprise you, so the twists keep feeling fresh. Overall, I had fun playing through it!

I get what you mean. Honestly, I don't like AI-written content either, especially when it feels generic or lacks a personal touch. But I think using AI during game development is a different conversation. There's still a lot of work that goes into making a game fun, and I think it's worth judging each project on its own. 

I think the idea is really cool! Maybe a small tutorial for first-time players could help them get the hang of the rules more easily. It would be nice to learn the game by playing instead of having to figure everything out upfront. Good luck with it! 

I get that! I think people sometimes focus so much on how a game was made that they forget to look at what the developer actually created. At the end of the day, the idea, the effort behind it, and how it feels to play should matter too. 

I sometimes wonder where people draw the line when they say everything in a game should be made by the developer themselves.

We already use game engines, libraries, asset packs, tutorials and all kinds of tools made by other people. They save us time, and nobody automatically says our games are worthless because we didn't build every single thing from scratch.

Of course, AI comes with its own issues, especially when it comes to training data and ownership. I'm not saying those concerns aren't important. But I think there's a difference between criticizing how AI is used and saying that using it at all somehow makes a game less legitimate.

Just because a tool helps you with part of the process doesn't mean it does the whole job for you.

We are glad you liked it! Actually we are publishing the mobile versions soon on App Store and Play Store. We'll announce it once it’s ready, make sure to stay updated.

Ficamos felizes que você tenha gostado! Na verdade, vamos publicar as versões para dispositivos móveis na App Store e na Play Store em breve. Avisaremos assim que estiverem prontas; fique de olho nas novidades. - RonnaFemto Team

Honestly, I don't think using AI means someone puts less effort into their game. There's a big difference between generating something and calling it a day, and actually spending time testing, fixing things and trying to make the game good.

I get why people are frustrated with low-effort AI content, but I don't think every developer using AI should automatically be put in that category. Some people have had ideas for years but didn't have the time or skills to bring them to life before. I think giving those people a chance to create something is a good thing.

You don't have to like every AI-assisted game, of course, but I think the work behind each project deserves to be judged individually.

I feel like people sometimes assume the worst when they hear someone uses AI. But honestly, sometimes you just need a little help figuring something out, learning something new, or saving time on repetitive tasks. That doesn't mean you're avoiding the actual work.

I get why people have concerns about AI-generated art and how AI models are trained, and I think those conversations are important. But I don't think all uses of AI should be treated the same way. Using AI for a few things doesn't suddenly mean you lack creativity or don't know what you're doing.

At the end of the day, you can use tools to make your work easier and still put your own ideas, effort, and creativity into your game.

As two software engineers making our own games, this is something we've thought about too.

I think AI can be really helpful, but there's a difference between using it as a tool and letting it do all the thinking for you. At the end of the day, you still need to understand what you're building and why.

I'm curious how other devs feel about this. Do you think AI is helping people learn, or making it easier to skip the learning process?

I love seeing more indie cooking games! 

 One thing that could really help the page is adding a short gameplay GIF showing the process of preparing and delivering an order. It would give players a much clearer idea of what the cooking loop feels like before downloading. Good luck with development :)

I really liked the cozy farming and cooking concept!! With 26 characters, I think a small introduction to a few of the residents on the game page would help players connect with the town before jumping in. The seasonal festivals sound lovely too. Good luck with development!

The “try not to rage quit” idea intrigued me. It might be helpful to add a brief gameplay GIF demonstrating some of the hard moments as part of a preview for potential players. Best of luck with your game.

I would definitely choose the obstacle course first. The addition of a brief gameplay video for each mini-game will allow the player to understand the challenges they need to face beforehand. Best of luck with your game!

I tried Gambit Drill and really liked the game itself. One thing I think could make it stand out more is the itch.io page. Maybe adding a little more visual structure, like some cute backgrounds, screenshots, GIFs, and a short section explaining the game and how it works, could make the page feel more polished and give visitors a better idea of the game before they play it. :)

It’s a nice little chess trainer.

I’d love to get some feedback on my game, Recipe Frenzy! If you have some time, I’d really appreciate it if you could give it a play and let me know what you think. :)

If you have some time, would you mind checking out my game too? I’d really appreciate your feedback.

I played it again and I think the changes helped a lot. The different animal behaviors make each catch feel more varied, and the section after ten catches didn’t feel as repetitive this time. I especially liked having to react differently depending on the animal. Good luck.

Yeah, I’ve noticed that too. It definitely helps.

Thanks for the feedback ^^ In Recipe Frenzy, you first need to find the correct dish using the cards and hint. After selecting the dish, the Lock & Cook button appears, which lets you cook it. Check out the tutorial! 

Hey! I’d be happy to playtest The Places Between! It looks really interesting, and I’d love to give you some feedback after playing.

If you have time, I’d also really appreciate it if you could try my game, Recipe Frenzy, and let me know what you think. 🍳

Looking forward to trying it!

Hey! I tried your game. At first, I thought I was playing an unfinished or early build because I wasn’t sure what I was supposed to do. 😅

After playing for a while, I realized it was a car combat game. A short introduction or clearer explanation of the objective and controls would make it easier for new players to understand. With a little more polish, I think it could be really fun. 

If you have time, I’d also appreciate it if you tried my game, Recipe Frenzy, and left some feedback. 

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Hey GFM 2026! I spent some time checking out Global Football Manager. I really enjoy football and football management games, so the idea behind this project immediately caught my attention.

The number of leagues and clubs is impressive and makes the game feel very ambitious. I like being able to choose a club, build a team, make tactical decisions, manage transfers, and then watch those decisions play out during a match. That combination is a big part of what makes football management games enjoyable. It gives me a reason to care about more than just numbers and menus.

I liked that the live match screen shows the players on the pitch. It makes the match feel like something that is actually happening instead of just displaying a list of events. The player positions also make it easier to understand how the match is developing.

At the same time, the screen can feel a little busy when several players are close together. Player names, ratings, and Fit values can compete for attention, especially during active moments. It might help to keep the most important information visible by default and show the extra details when the player hovers over or selects someone. That could make the screen easier to read without removing the depth.

I also like the idea of tactics having a visible effect during matches. In football management games, it feels much more rewarding when I make a tactical change and can understand how it affects the way the match develops. Even small changes feel more meaningful when the result is visible on the pitch.

The transfer system is another interesting part. Transfers are one of my favorite parts of these games, and being able to negotiate instead of simply pressing a “buy” button makes the process feel more involved.

Overall, Global Football Manager has a lot of potential, especially for people who enjoy football and want to play a management game directly in the browser. I’m curious to see how the management, tactics, and match systems feel during a longer play session.

And, if you have some time, I’d also really appreciate it if you could try my game, Recipe Frenzy, and leave me some feedback. 

Good luck!

Hey! We checked out the concept of Burnt Papers and really liked the idea behind it. The temporal resistance / altered-history setup immediately caught our attention, and using fire as the main gameplay mechanic is a pretty interesting way to approach the theme. Good Luck! 

If you have some time, we’d also really appreciate it if you could give our game, Recipe Frenzy, a try and leave us some feedback as well.

Yeah, I’d say I started feeling like I could stop at around the 10th catch. The first few kept me engaged because I was still discovering new things, but after that, the loop started to feel a bit repetitive.

thank you!

Fikir baya güzelmiş :) Otel ve asansör konsepti de korku oyunu için çok iyi olmuş, özellikle yavaş yavaş gerilimin artmasını seviyorum. Ellerinize sağlık.

It’s been such a special journey making Recipe Frenzy together! ❤️ Seeing our first game come to life after all the time, ideas, little details, and challenges we put into it makes me really proud of what we’ve created.

There’s still so much we want to improve and so many ideas we’d love to bring to the game, but I’m really happy with how far we’ve come. 🥹

Thank you for being part of this journey and for all the work you’ve put into making Recipe Frenzy what it is. Here’s to our first game, and hopefully many more to come! ✨

Thanks for sharing this. It’s always nice to see what other indie devs are working on. Looking forward to seeing how this project develops! 

I really liked the story and atmosphere! The game kept me curious about what would happen next. I think adding a few more character interactions or small story details could make the world feel even more alive. Some extra visual/audio cues during important moments could also make the story hit harder. Overall, really enjoyed it — nice work :)

I really like the idea behind Isekai Life, especially the way the three professions create completely different ways of experiencing the same world. The farmer, merchant, and mercenary paths feel like they could give the game a lot of replayability rather than just being different character classes.

One thing I’d pay particular attention to is the first 5–10 minutes. Since the game starts by determining the player’s profession through questions, I think it would be interesting if the first objective immediately demonstrated what makes that profession unique. For example, the farmer could get their hands dirty with a small farming task, the merchant could make a first simple trade, and the mercenary could have a short combat/exploration objective.

I also really like the idea mentioned on the game page about inheriting an existing resident’s name, relationships, and debts. That could make the “learning how to live in this world” part feel much more meaningful than a traditional tutorial.

The concept definitely has potential, especially because the professions seem to change not only what you do, but also what information and parts of the world you interact with.

I’d be especially interested to see how the first objective and progression evolve as development continues. Good luck with the project! 🙂

You’re very welcome! 😊 I’m really glad the feedback helped. I love seeing how the game is evolving, and the changes you made already feel really nice!

Just played it again.  I think the catch feels much better now. The extra feedback makes it feel more satisfying, and I really liked the new reward progression too.

Hello! 

Of course! And thank you for being so open about everything! 🙌🏼

I totally get that this sort of thing takes time, especially when there is real business logic, analytics, consent and costs involved. I liked that you’re taking the time to do it right rather than rushing to tick a box.

And honestly, it's great to hear it's a “when” and not a “if.” 😄  We’ll continue to use the platform and give feedback as we go. We want to help, too, from our side. Our game launch is going to be shared on LinkedIn with our connections and we are in an Indie Game Developer group where we will share it as well. Hopefully we can help you get some more devs and players your way. 

Really looking forward to seeing where the platform goes. Keep building, keep iterating — we’ll be following along and supporting it! 

Additionally, as developers, we should make it simple for me to observe the statistics advancements in my game; many accounts should be added, just like in Itch.io. Because I use my own account to browse rather than the studio's account.