Skip to main content

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

Psevd0nim

153
Posts
5
Followers
4
Following
A member registered Jun 02, 2024 · View creator page →

Creator of

Recent community posts

A very ambitious coin pusher game with a fun fantasy setting and an impressive amount of content. There are many characters, abilities, equipment options, enemy mechanics, and different types of coins, each affecting the game in its own way.

At the same time, the amount of information made the game quite difficult to understand at first. Since I am not very familiar with this genre and English is not my native language, I struggled to keep track of how everything worked. Because of that, I mostly filled the board with coins and used only a few basic abilities instead of developing a proper strategy.

I think the mechanics would be easier to appreciate if they were introduced more gradually, perhaps through a simpler first level before adding the full variety of systems.

Overall, I like the fantasy setting and the core coin pusher idea, and it is impressive how much content you managed to include. The main issue for me was simply the high barrier to entry.

Thank you for your feedback!

A very atmospheric and tense game. The Backrooms-inspired setting works really well, and the visual and audio presentation do a great job of keeping the player immersed and slightly uncomfortable throughout the experience. I really enjoyed exploring the spaces and the constant feeling of tension.

The main thing I felt was missing was a stronger narrative element. I understand that this kind of experience may be more focused on atmosphere and exploration than on a clear story, but some additional context or mystery to uncover would have made the journey more engaging for me.

I also think the jam theme is integrated rather simply. The countdown mostly works as a timer that switches between the two areas, rather than being deeply connected to the gameplay.

Still, in terms of atmosphere, visuals, audio, and overall enjoyment, the project is very strong. I had a great time exploring it.

Thanks!

The core idea is very creative and creates a surprisingly challenging task. Constantly scanning the screen, noticing whose life cycle has ended, and quickly typing the first letter of their name keeps you focused and engaged.

Personally, though, the presentation made the gameplay less enjoyable for me. Watching simple circles for an extended period felt quite abstract and visually repetitive. I think the same core mechanic could become much more engaging with a stronger visual setting—for example, small characters moving around a top-down town, with visible events happening to them before you have to collect them.

The current visuals work well enough as a game jam prototype and successfully demonstrate the idea, but for me they are the weakest part of the project. The concept itself is strong, while the gameplay and presentation could be developed further to make the experience more satisfying.

In any case, well done for completing and publishing the project!

Thank you so much for the detailed feedback!

Regarding the difficulty, I’m wondering whether you used the tools purchased in the shop. You can switch between them with Tab, and they make the quick-time events considerably easier. If you did use them and the game still felt too difficult, then I understand—the timing may still be too demanding for some players. I’ll keep the idea of an easier mode in mind.

The transparency difference between areas is intentional. Near the body, the character is shown as a ghost for narrative reasons. In the area where you collect lifetime, I made the character fully visible so that playing as a semi-transparent character for most of the game would not become visually distracting.

I completely agree about the sound. Other players have also mentioned that the game could use more sound and visual effects, and making the music more intense during the quick-time events would be a good improvement.

Thanks again for playing and for taking the time to write such a thoughtful comment!

A charming classic-style point-and-click adventure. Games like this feel much less common nowadays, so it was very pleasant to see one in the jam.

The hand-drawn cartoon visuals are excellent, and the characters, atmosphere, and humorous narrative give the game a lot of personality. The overall concept is also very promising.

Unfortunately, the game currently feels too short and limited. There is only one room, a small number of clues and interactions, and the investigation ends almost immediately once the correct conclusion is chosen. The setup suggests that time and events might progress throughout the night, but that part does not seem to be fully implemented.

Because of that, I enjoyed the art, atmosphere, characters, and idea much more than the actual investigation itself. With more changing events, additional clues, and a more gradual path toward solving the case, this could become a really enjoyable adventure game.

Thank you for your feedback!

A fun and creative interpretation of the jam theme. I have already seen another game in this jam where the player has to count time in their head, and I think it is a great idea because it creates a challenge based almost entirely on how much you can trust your own sense of timing.

I liked the visual presentation, and there is also a good variety of items and abilities that affect the main gameplay. Some of them were not completely clear to me, so I could not fully make use of everything, but I understood most of the mechanics.

A little more narrative about who the character is, why they are there, and whether escape is possible would have been interesting, although the game clearly focuses more on gameplay and high-score survival.

Overall, I really liked the core idea of testing your own internal sense of time. It is simple, creative, and works well.

Thank you!

A very creative puzzle game with a strong interpretation of the jam theme. I really liked the main idea, the visual style, and the character design. The project has its own distinctive look, and as someone who enjoys puzzle games, I found the concept genuinely interesting.

I completed four levels, but they took quite a long time because I was constantly trying to avoid making even a small mistake. The instant failure from touching the steam made the gameplay feel slower and more cautious than I think it needed to be.

One possible improvement would be to give the player a small amount of health or resistance that quickly regenerates. Touching the steam briefly would then reduce it instead of instantly restarting the level, while staying in the steam for too long would still be fatal. I think this would allow players to act more confidently and complete the levels much faster without changing the core mechanics too much.

Overall, it is a very interesting and creative puzzle game, but the current pacing felt a little too slow for me.

Thank you for your feedback!

A very creative rhythm game with a genuinely funny narrative. 

The visuals are playful, the music fits each stage well, and the overall idea of combining time travel with short rhythm challenges is very inventive. 

The gameplay was quite difficult for me, though. I do not play rhythm games very often, and at times the pace felt too fast for me to keep up. It may simply be aimed more at experienced rhythm-game players.

Overall, it is a funny, charming, and highly creative project. I especially appreciated the narrative, art style, and the unusual idea behind it.

(1 edit)

I agree about the SFX and VFX; the project really needs them. Thanks for your feedback!

(1 edit)

A visually striking card-based roguelike with a unique presentation. The dark atmosphere, character designs, backgrounds, and effects are definitely the strongest part of the project and give it a memorable identity.

The card system is interesting, but it was not very intuitive at first. The compact way actions are grouped together is original, although some effects and relic interactions were difficult to understand without more detailed explanations. After a while, I understood the basic flow and the game became more enjoyable.

I also had some questions about the balance. On my first attempt, I lost very early, but on later runs I found a relic and combination that felt extremely powerful and allowed me to complete the game twice using almost the same strategy. At the same time, some other relics felt too situational to be useful during such a short run.

My biggest issue is the interpretation of the jam theme. Even after reading the explanation, it still felt more like a traditional card roguelike with the theme added afterward than a game built around the theme itself. That is only my personal interpretation, of course.

Outside of that, it is an interesting and stylish jam project with a lot of potential, especially if the card readability and balance are improved.

Thanks!

Thanks!

A fun management game with an interesting narrative inspired by the Maya. I especially liked the progression, resource management, and overall balance. The need to keep track of the characters and prepare for each new stage made the gameplay engaging.

I made a small mistake during my run and ended up failing the fourth stage with only a few seconds left. Because of that, my main suggestion would be to add checkpoints before each new time period. It would be helpful to choose between restarting from the latest stage or beginning the whole game again.

Replaying everything from the start after a late failure feels a little discouraging, especially since there is always a chance of failing again near the end. Aside from that, I found the game interesting and well balanced.

A well-made incremental game wrapped in a very fun presentation with an amusing narrative. It took quite a while to complete, but I made it to the end and enjoyed the experience.

A fun and addictive turn-based roguelike with a great ability system and a clever implementation of the jam theme. Unfortunately, my game froze at the end of Act 3, just as mentioned in the known issues on the itch.io page.

I also think it would be helpful to have a list showing all the abilities you have chosen, so you can easily remember what each one does and how they interact.

Overall, I really liked it!

It is very difficult to argue that this is not one of the strongest entries in the jam. Every aspect of the game feels exceptionally polished: the narrative, creativity, visuals, audio, and the overall enjoyment it delivers.

I even spent several minutes on the main menu just listening to the music before starting the game. The soundtrack immediately made a strong impression.

This is clearly the work of a very talented team. Everything feels thoughtfully made, and I honestly have no meaningful criticism to add. A fully deserved 5/5 in every category. Amazing work!

(1 edit)

A fun and dynamic action platformer. I especially liked the character designs—the protagonist and enemies have a very appealing style.

The most satisfying part of the game is definitely the impact of the shooting and slashing. Both actions feel powerful and responsive, and using them against enemies was the most enjoyable part of the experience.

The levels also provide a decent challenge, especially the final one, which took me somewhere between five and ten attempts to complete.

I also liked how the countdown theme was handled. Instead of using a basic timer, the remaining time also acts as a resource that is affected by your actions and by taking damage. It is a fairly common idea in this jam, but it is still nice to see the theme developed into an actual gameplay mechanic rather than used only as a simple countdown.

A very cozy puzzle platformer with pleasant music, a charming snail, and a clever time-stop mechanic. I especially liked how stopping time preserves your momentum while disabling forces that would otherwise push or affect you.

The extremely simplified pixel art also works surprisingly well and gives the game a cohesive style. Since I used pixel art in my own project too, this kind of visual approach feels close to me.

The final level was quite challenging—I probably needed around fifteen attempts before I managed to get all the timings right. The game could perhaps use a few more levels, but for a jam project, it is a very pleasant and well-made experience.

Thanks!

This was probably the most intense game I played during the jam. I genuinely had to stay focused the entire time, and by the end I was exhausted in the best possible way.

The core idea with the electric gauntlet is very creative. Having to constantly recharge it, place and power turrets, load ammunition, catch the bat-like coins, and keep progressing toward the objective creates a very busy and engaging gameplay loop. There is almost no downtime, and the game keeps you fully involved from start to finish.

The presentation is also excellent. The visuals feel polished and cohesive, the music fits the action well, and the sound design makes everything feel satisfying and responsive.

Overall, this is a very creative, dynamic, and impressively polished project. I completed the game and had a great time playing it. Unfortunately, the “gear speed increases” message appeared right over the completion screen.

Thank you for your feedback!

Sent by email. You're always welcome!

The fox is quite funny, and I appreciate that you managed to complete and release the project.

Unfortunately, I found the gameplay very difficult to enjoy in its current state. The fox moves extremely fast from the very beginning, and because the obstacles are placed both on the ground and in the air, landing safely often feels more dependent on luck than on the player’s actions. Slowing down the starting speed and gradually increasing it over time would make the game feel much fairer and easier to learn.

I also think the game needs a clearer sense of purpose. Since the idea is to survive for as long as possible, a survival timer, score, or high-score system would give the player something to aim for and make each attempt feel more meaningful.

The core endless-runner idea is understandable, but the movement balance and lack of visible progression currently make it difficult to have a satisfying gameplay experience. With a slower start, better obstacle spacing, and some kind of score system, the game could become much more enjoyable.

A fun interpretation of the jam theme. I was actually expecting to see a game built around the idea of developing a game while running out of time, so it was nice to finally encounter something along those lines.

The Reigns-inspired gameplay works well for the concept, especially the need to balance different resources while making progress. I recognized the influence even before seeing it mentioned in the description, which was a nice touch.

Overall, it’s a solid implementation of the idea and a nice little jam game.

Thanks!

You’re right about the tool durability being used to extend the gameplay—it’s a fairly common approach in games, and that was essentially the idea here. Thank you so much for the feedback! 

A fun blackjack game that fits the jam theme well. I liked the variety of rules and mechanics that can change the situation during a run—they made the game feel more interesting and unpredictable.

It was not always easy to tell whether a selected rule had actually triggered, but overall I enjoyed the system. Some of the rules also felt a little too powerful in the player’s favor.

Overall, it’s a nice short game with a simple goal of paying off your debt. I liked it.

Thank you for your feedback!

This is clearly a very ambitious narrative-focused jam project. The visual style feels distinctive, and the amount of dialogue and voice acting is especially impressive. I also liked the color-based puzzle, which was probably my favorite part of the game.

Unfortunately, the story did not engage me that much personally. Since English is not my native language, I could not fully understand every detail, although I got the general themes of work, stress, uncertainty, and the characters’ concerns about their future.

The physics-based mini-games also felt quite rough. Objects often collided and vibrated unpredictably, and the microphones were especially difficult to move. I think those sections could have worked better with more controlled, scripted placement mechanics instead of relying so heavily on physics.

Overall, it was not entirely my kind of experience, but I can still appreciate how much work went into the presentation, narrative, visual style, and especially the full voice acting. That deserves a lot of respect.

Interesting. Thanks for the feedback!

A fun interpretation of the jam theme. I had already played another jam game with a similar nuclear power plant scenario, but that one was in 2D, so it was amusing to see a 3D take on the same general idea.

At first, I did not immediately understand what I was supposed to do, but after a little while the gameplay became clear. Some mechanics still have technical issues and do not always work as intended, but the overall concept is enjoyable.

The visual style also looks quite interesting. I am not sure whether the objects themselves are pixelated or whether there is a pixelation effect applied to the whole scene, but it gives the game a distinctive look, even though the image feels slightly blurry.

The task involving lowering the rod into the chute had some interaction problems. For the reactor core stabilization mini-game, I think it would feel more immersive if the player had to click directly on the slider handle and drag it, instead of being able to click anywhere on the bar and instantly move it there.

The third mini-game worked much better and was quite enjoyable, especially when it started getting faster. I also have to mention the shotgun suddenly appearing from the chute—it genuinely startled me because it was so unexpected, and it was a funny moment.

Overall, it is a nice implementation of the theme and a solid jam project. With some additional polish and fixes for the technical issues, it could become a very enjoyable game.

Thank you for your feedback!

A very unusual and unique project. The surreal and abstract images that appear in the background are interesting, although it was sometimes difficult to properly look at them while also trying to follow the rhythm and complete the sequence.

The idea of recognizing and pressing the numbers from 4 to 1 in time with the music is creative, and the different ways the numbers are hidden, distorted, or integrated into the visuals make the small challenges quite interesting.

My main issue is that the rhythmic sections are too short. When you make a mistake, the music stops almost immediately, but even when you succeed, the sequence only lasts a few seconds before the next scene begins and the music restarts. Just as I started to get into the rhythm, the section was already over. I would have enjoyed longer sequences that allowed the player to spend more time engaging with the music and maintaining the rhythm.

Overall, it was a distinctive and interesting experience. I cannot say that I absolutely loved it, but it was certainly memorable and unlike most other jam games.

I agree with you. Thank you for your feedback!

Unfortunately, I’m having the same issue as another commenter: the Windows build crashes immediately on startup and opens the Unreal Engine Crash Reporter.

I tried a few different ways of launching the game and also ran the included Visual C++ Redistributable installer, but it said that I already have the latest version installed. The crash still happens every time.

Sadly, I wasn’t able to play the game, so I won’t be submitting a rating. If you need the full crash message or the folder with the crash reports, I can send them to you.

It’s a shame, because I was interested in trying the game.