Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

readmaster

107
Posts
5
Followers
12
Following
A member registered Jul 11, 2026 · View creator page →

Creator of

Recent community posts

Ah, that makes total sense! Theme interpretations are often optional in jams, so don't worry about it at all.

Definitely give it a try with some upgrades unlocked—it changes the pacing completely. Have fun experimenting!

Awesome, thanks for the reply!

That totally makes sense. Giving players a bit more breathing room and freedom will definitely make the core mechanics shine even more! Also, streamlining the tutorial or onboarding so players can naturally understand the controls and goals would be amazing.

I'm really looking forward to seeing how the update turns out. Keep up the great work!

It reminds me of inventory management games where you unpack items from a bag, upgrade them within the inventory screen, or deliver them to fulfill stage requests for rewards. While your game requires much more strategy and puzzle thinking so it's not identical, the underlying system feels quite similar in a good way.

That's why I'm secretly hoping—and confident—that with a few accessibility tweaks, you can make it even more fun without losing its core concept! haha

I was able to clear Level 1, but couldn't make it through Level 2. The military units are a bit hard to distinguish at a glance, so figuring out which piece to place feels like something you only get used to after memorizing the rules through trial and error.

Also, the AI's attacks felt a bit sudden, and not being able to read the enemy's moves added some frustration. I saw that the enemy's resource management is visible, so I figured analyzing that might be the key to beating it... but I didn't get to dive in that deeply this time.

As a simple tactics-puzzle game, I think the core idea is really fun, so making the controls and mechanics a bit more clear and intuitive for the player would make it even better!

Is it fair to call this a territory control game?

While obstacles like rocks are present and items like amber gems can be used, I found myself wondering if there are other ways to deepen the strategic depth.

That said, I think the underlying concept of planting and growing greenery is lovely!

I assembled the gun and set up the sniper, but then I had to figure out which of the 3 residents was the target... and I got stuck because I couldn't understand the language. If you're aiming for a global audience, even adding AI-translated English would be super helpful!

That said, as a puzzle game, I thought the way the scenario unfolds was really interesting.

This is really cool!

I couldn't quite master the inertia in the first HELIOS stage, so I wasn't able to clear it. I managed to handle about 3 or 4 of the DOMINATE objectives, but in the end, I ran out of argon gas and couldn't get the trajectory just right.

Calculating gravity with the planets seems to be the key mechanic here, and I think that part was done really well. Thanks for making such a fun game!

I see! I understood that the game lets you switch between Windows and Ubuntu, but I wasn't quite sure about the meaning or value of doing so, especially since it's a simulator.

If this were a game, switching OSs might change the gameplay or offer unique features depending on the system. Was there a specific intention behind this mechanic? I'd love to know what you had in mind!

I see! So it's a moving company simulation game.

You drive to the client's place, pick up their belongings from the origin, drive to the destination, and unload them. The last part feels a bit like Sokoban (box-pushing puzzle).

As an overall concept, the mechanics feel cohesive without any major clash. If these separate parts were generated or developed using different AI tools, it's definitely an interesting experiment.

On the other hand, from a player's perspective, I think it comes down to whether the act of moving itself is fun as a game. Driving, picking up cargo, driving again, and placing the items—while these steps are totally normal for an actual moving job, it might feel a bit tedious unless the player is specifically looking for that kind of simulation.

For instance, if we ask "What is the most fun part about moving?", it might be making the client happy or bringing all the fragile cargo safely without a scratch. If that's the core focus, turning it into a driving game centered on "using precise driving technique to deliver fragile cargo unharmed" might convey the fun much more effectively. That's probably how I would approach it.

That said, if the goal was to let players experience the whole end-to-end moving process, the game accomplishes that reasonably well.

If the message is "Moving is usually stressful, but this game makes it fun!", then sharpening the design to emphasize a sense of satisfaction or speed might work even better. Just my personal take, though!

This is really fun! I managed to clear it all the way to the end—6 stages in total, right?

I'm not sure if argon gas is actually purple, but I really liked the visual of painting everything purple! The voice narration was surprisingly good and added a lot to the experience too.

As a game, it feels super well-polished and complete. Thanks for sharing such a fun concept!

This is really fun!

At first, I was taking things apart bit by bit, but then I realized I hadn't used the shockwave with 'E'. It feels so satisfying!

However, when I used the shockwave right away, the military unit showed up and took me down almost immediately. I get that the goal is to strategically destroy the city, but I really enjoyed just blasting everything with shockwaves for that instant satisfaction.

The kaiju's movement looks awesome too! I didn't realize at first that you could change the camera view with the right mouse button, so a clearer guide or hint for that would be super helpful.

I gave it a shot!

The cyberpunk sci-fi vibe combined with the Vampire Survivors-style gameplay is really cool. However, even though full-screen is recommended, the game slowed down significantly around Level 17, so I had to stop there.

If it weren't for the lag, I definitely feel like I could have made it through the full 7-minute run!

It looks really artistic, I love it!

Even without reading much of the description, I immediately got the core loop—it feels like terraforming a miniature garden inside a basket with plants and nature. I'm attaching a screenshot too.

It seems like the kind of game that's best enjoyed by clicking around at a relaxed pace.

I couldn't quite tell if it was Spanish or another language, so having an English option would be great!

The goal is to defend against incoming monsters, right? At first, I couldn't see the tiny octopus (or whatever it was), so I couldn't tell if I was actually beating enemies—making that a bit clearer would help.

I got that you can buy upgrades at the shop, but since you have to read the text to know what each upgrade does, adding icons or visual cues would make it playable regardless of language.

The atmosphere is nice—you really get that vibe of protecting a town or being a lighthouse keeper. Even though it's 2D, the overall art style and mood are great!

Ah, got it! ARGON and DOMINATE were optional choices. My bad!

I only realized it after checking the guidelines again. No wonder I didn't see any feedback regarding the theme...

That definitely changes how I look at the game. Though I'm starting to feel that evaluating a game without a main theme can actually be pretty tough!

Ah, absolutely! Contra was definitely brutal! That totally makes sense now.

I see! If the high difficulty was intentional, then that makes complete sense. I totally get why people love games with that kind of challenge.

Some games only really shine once your skills reach a certain level—bullet hell shooters are a great example, which I personally love—so if that was the intended vision, it all clicks for me!

Thank you for playing!

You're completely right—the low freedom does make it easy to get bored.

I ran out of time during development, so I decided to call it finished for now once I got the mining and resource-gathering mechanics in place.

Hope you can look forward to future updates!

I see! It feels like a mix of Breakout, a roguelike, and a digging game. I think it's a super cool idea.

The game feels pretty good to play too. My only question was... what happened to the ARGON theme?

Myst brings back memories! It definitely has that kind of vibe. A puzzle-adventure like this seems pretty cool.

However, I ran out of cores along the way, and the message got hidden behind the button, so I wasn't sure what to do next.

Also, it might be more comfortable if the sound effect for the dialogue window was a bit different.

It feels like a mix of action and RPG, which isn't bad at all. But wasn't the pumpkin part of a previous theme?

It felt like a classic 2D action game, which I really liked.

However, I'm not a big fan of bugs, so even on EASY mode, I ended up giving up around the Stage 1 boss. The difficulty might be on the higher side, or maybe it's just meant to be quite challenging.

his is really fun! I thought I could manage based on the training, but I got taken down easily by the first enemy, so now I'm figuring out what to do from here.

I'm not using a gamepad, but maybe one is recommended? Playing with a keyboard and mouse feels a bit tough.

The character design has a blocky, Minecraft-like vibe, but it looks cool and well done. I was really impressed by how much was accomplished with AI.

However, I couldn't quite catch what the "Argon" theme was referring to. If there's any specific meaning behind it, I'd love to know!

The unique perspective of playing as grass was really interesting!

However, I'm not a big fan of gore like blood or eyeballs, so I called it quits after Day 1 and couldn't fully evaluate the game. Sorry about that!

The artwork and the idea of cramming pinball into a sardine can is awesome!

That said, the pinball gameplay didn't really hold my interest for long. It might have been cooler if the sardine can theme played more into how the game actually works.

Thanks for letting me know! I'll check it out.

Just one quick detail I noticed: in the final scene, when the camera pulls back, the rutabagas looked like they were sitting pretty close by.

Since the pumpkin had moved across a much longer distance, that position felt a bit off to me. If that was intentional, then no worries at all! Just wanted to point it out in case it wasn't.

Thanks for playing!

Ah, so you used free royalty-free tracks for the music, and AI for the SFX and sound effects! That’s awesome—the sound choices still fit the vibe of the game really well.

I’m super glad to hear that you appreciated the intuitive feel of the gameplay! I’ll definitely jump back in and play again whenever I get the chance!

Ah, thanks so much for explaining! Don't apologize at all!

I completely see what you mean now. I was using the "X" marks as flags, when they were actually meant for taking notes! Swapping "X" for the classic "?" mark makes a lot of sense—that’s definitely how original Minesweeper handled uncertain tiles.

So on Stage 3 in my screenshot, I should have been placing flags instead of X marks where the 8 pumpkins were hiding. Clicking them directly was why they blew up (lol)!

Thanks for breaking it down so clearly. I’ll definitely give Stage 3 another shot using flags this time!

On my main browser, Chrome, there was almost no difference at startup regardless of the quality settings—probably because of cached data.

However, when testing on a browser I don't normally use, like Firefox, it took about 15 seconds after clicking the "RIDE" button to start, whether I set the graphics to Low, Medium, or High.

By the way, are you familiar with the Steam Hardware & Software Survey? (Here’s the link: https://store.steampowered.com/hwsurvey/ )

According to the latest survey, even standard system RAM is around 32GB for about 42% of users. As for VRAM, most players do seem to have dedicated graphics cards, though!

I’m testing on a MacBook Pro, which is on the higher end spec-wise, so it runs pretty well here.

It’d be awesome if the game gets optimized so players on lower-spec machines can enjoy it smoothly too! Rooting for you, keep up the great work!

Just to clarify, this happened right after hitting the "RIDE" button, not during the initial Godot loading screen.

I tested it again, and this time it ran super smoothly—probably because it loaded from the browser cache.

However, when I tried a different browser, there was about a 10-second delay after clicking "RIDE," and by the time it loaded, the horse was already mid-run! Just wanted to pass this along as a reference.

Awesome, super quick fix—great job!

I’ll definitely jump back in and check it out again!

Toward the end, it kind of turns into a guessing game, so it gets pretty hard to clear without having a decent amount of life left. That’s just how it ended up turning out!

As for the bug, I suspect it comes from a feature I tried to implement. I wanted to keep it ambiguous whether the flagged tiles were actually correct or not when there were about 3 pumpkins left at the end, and that seems to have caused the issue.

Being able to flag a tile and then still left-click to open it seems like the root problem.

This is just my guess for now, but I’m going to review how the end-game logic works and take another look at it. Thanks a lot for the detailed feedback!

Thanks for playing!

Ah, yeah, Minesweeper mechanics can be tricky...

Whenever you feel like taking another spin on it: in this game, all 8 tiles surrounding a tile with no number are completely safe, so those are the ones you can freely reveal.

From there—though it can get a bit confusing—pumpkins are hiding around the numbered tiles, so the main puzzle is using logic to deduce where they are!

I guess it really comes down to personal taste, plus how familiar people are with Minesweeper in general. Since it used to come pre-installed on Windows, back in the day almost everyone knew it, but that might vary a lot nowadays!

Ah, I understand now! So it was designed with other creators in mind—I hadn't considered that viewpoint.

Difficulty balancing is certainly challenging, but using the game to foster communication and refining it through test-play feedback sounds like a great way to improve it further!

I gave the game a try!

Initially, I struggled to understand how to choose and equip custom weapons, though I eventually figured out the setup process... my apologies!

The 3x3 movement system is interesting, but when turrets and strong enemies stack on top of each other, visual readability drops, making precise positioning somewhat challenging.

Improving the clarity and visibility of the grid tiles would definitely enhance the player experience.

I gave it a try! Yeah, it really is pretty heavy—honestly, performance felt pretty tough on my end, which is a bit of a shame because the core idea is cool.

The 3D artwork looks nice, but since it's a roguelike and the camera seems fixed/unmovable, I wasn't quite sure what the 3D perspective was adding to the gameplay. To put it bluntly, would a 2D approach have worked just as well? Or were you aiming to experiment with AI-generated 3D assets? That's just something I was curious about.

For instance, the market and town backgrounds look great, but how do they tie into the actual gameplay? If they don't serve a specific purpose, it might be worth using lower-poly/simpler environment models to free up memory and system resources for enemy AI and character performance.

Also, having a huge swarm of enemies rush in all at once is exciting, but it felt a bit brutal right at the start. It might feel better if you ease players into it with a gentler learning curve.

The core gameplay loop is definitely fun, though! Keep up the great work!

I gave it a shot! After playing for a bit, I realized it's a tower defense game.

At first around the first wave, I didn't realize the goal was to defend the pumpkin, so I was wondering what I was supposed to do with the shovel (lol). Then I noticed you can build things like archery towers!

I only played the browser version, but the graphics felt pretty heavy and laggy, so it wasn't the smoothest experience. My PC might be part of the reason, though!

I used to play a 3D tower defense game back in the day—on Steam, I think—and it was super fun. But even back then, it was pretty heavy on the GPU, so adding options to lower the graphics settings would be awesome. Look at Minecraft—games can still be super fun even with low-poly/blocky graphics! Not sure if high-fidelity graphics are the main selling point here, but it's just a thought.

This was super fun! As you can see in the screenshot, I somehow managed to grab 1st place!

My strategy was rotating water, fertilizer, fans, and rutabagas, then fine-tuning from there. Whenever micro-cracks appeared, I'd stop using GROW and repeat that cycle.

The artwork is fantastic—the pumpkin, characters, and overall world-building feel so cohesive and well-integrated. It's really well done!

If I had to suggest a few improvements:

  • Adding more hazards besides just insects could be cool—maybe something like weather changes (though I might have missed it if it was already there!).
  • There were around 6 stages, but it might actually work better if it were a bit shorter. If the core hook is "growth," finding the best way to make players feel that growth is key. For me, seeing the pumpkin literally get massive was the most charming part—heavy = huge is super easy to grasp.
  • In that sense, dynamically changing the camera work could be awesome! Start zoomed-in from above while it's small, then as it grows, pull the camera back or shift angles to emphasize its size. Honestly, for the final stage, it could be ridiculously huge—so big that it doesn't even fit in the center of the frame! Pushing that visual scale to the absolute extreme would feel amazing.

Awesome game!