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tsgamestudio

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A member registered May 07, 2026 · View creator page →

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I tried the opening flight and liked the clean space visuals and the idea of growing by absorbing smaller objects.

The drifting controls took some practice, and a clearer size/progress indicator would help me judge what is safe to collect. Great work!

I enjoyed exploring the Manhattan club and trying the opening moves of my first tournament match.

The travel theme and opening guidance make chess feel like a personal journey; larger board text would help in the embedded view. Great work!

I tried the opening shift and liked the expressive characters and cozy supermarket art.

Picking up bread and talking to Mila gave the store some personality; I have only explored the beginning so far. Great work!

I liked the pixelated cockpit and moonlit road during my opening drive.

The car took some getting used to, and parts of the dashboard were cut off in my browser view. Great work!

I tried the opening dungeon and liked the pixel art and the GOOD/PERFECT feedback on attacks.

Aiming while keeping the beat was tricky for me; a slower practice round would help. Great work!

Thank you for playing, McKinley! I'm glad you enjoyed it, and thanks for pointing that out. The cards roll numbers onto the Soul Ledger, and completing a row, column, or diagonal activates that line's sigil. I wanted those bingo lines to become part of the combat strategy, but that connection should be clearer in the game itself. Your feedback helps me see where the introduction needs work. Thanks again!

Thanks for trying the game, Dolan! I could have made the basics clearer. You don't need any prior bingo experience—here's a quick guide:


1. Each turn, spend mana to play cards from your hand. Strike damages an enemy, Guard gives you Block against incoming damage, and Lucky Call rolls extra numbers. Check the enemy's forecast to decide when to defend.

2. When a rolled number matches a number on your 5×5 Soul Ledger, that square is marked automatically. Mark all five squares in a horizontal row, vertical column, or diagonal to complete a bingo line. This activates the sigil equipped to that line, giving you a combat bonus. Each line can activate once per battle.

3. When you're done playing cards, click End turn (or press E). The enemies act, then you get fresh mana and a new hand.


The winning condition is to defeat the enemies by reducing their HP to zero while keeping your own HP above zero, then follow the map and defeat the final boss to finish the journey. Completing a bingo line helps you win battles; you don't need to fill the entire board.


I recommend starting with Practice battle from the title screen, and the Guide is there for reference too. Thanks for asking—this is helpful feedback on the introduction!

The game idea was fantastic! Growing plants, fighting zombies at night, and collecting items felt like a really fresh concept!

The game felt very polished, too! Great work!

The quality was impressive, and I had an amazing time!

It would be even better if it were playable in a browser, but I really enjoyed how polished it was!

Great work!

The game had a wonderful atmosphere, and I really enjoyed the polished 3D presentation! Volume controls and language options would make it even better. Great work!

Swapping whole rooms to reshape a platforming route is a really interesting idea! I tried the opening section and the planning mode, and seeing rooms 1 and 2 change places made the puzzle/platformer combination immediately tangible. The minimal monochrome visuals also make the platforms and cyan gem stand out. I've only explored the beginning so far, but building the route as well as navigating it feels like a strong use of the theme. Great work!

I liked the striking black-and-white platform art with purple diamonds! I tried the opening platforming section, and collecting a diamond to fill the progress bar gave me a clear goal. The idea of leading into a visual novel is an interesting take on the theme. I haven't reached the story section yet, but the little character and castle presentation already have a lot of charm. Great work!

Growing crops to support a shooter is a fun twist on farming! I tried planting a potato and starting the first night, and I liked the seed selection and the playful vegetable weapon names. I didn't make it through the first wave, and I wasn't quite sure how best to prepare for combat. A short guided introduction to planting, harvesting, and shooting would make the idea easier to get into. Nice work!

The idea of packing a train while keeping zombies away from humans is a really clever genre collision! I tried the opening trains, and the blocky passengers fit the spatial puzzle nicely. The countdown made even the first few boarding decisions feel tense. I struggled to get comfortable with picking up and placing passengers before the doors closed, so a slower practice round would be a helpful introduction. Great work!

Driving a food truck while cooking burgers is a wonderfully unusual genre mix! I tried the tutorial and really liked the tactile steering wheel and the process of moving ingredients onto the grill and assembling a burger. The worn-down kitchen and wasteland setting have a lot of character. I found the ketchup step harder to get the hang of; a clearer visual demonstration of the required mouse motion would help. Great work!

The bright little flame against the dark, rainy landscape creates a strong mood. I like the idea of keeping torches alive while also discovering the correct order to relight them. A short in-game reminder of the movement controls and clearer feedback on progress toward the solution would help first-time players. An intriguing premise for a compact puzzle-survival game!

The idea of solving a village mystery while also keeping its farm running is an interesting genre collision. Unfortunately, in Chrome I got a Unity error saying 'TypeError: not granted' when interacting with the main menu, and it happened again after reloading. I could reach the title screen, but could not properly explore the farming or investigation. I hope that report helps with testing the Web build; the premise caught my interest!

Turning a first date into a real-time emotional control room is a clever take on the theme. Seeing Calm restore composure while spending oxygen made the internal resources feel connected, and the cafe setting gives the whole thing a nice atmosphere. A clearer preview of what each emotion will do to the selected organ would help with learning the system. I enjoyed seeing the conversation respond to that internal balancing act!

The gum character is a great fit for a momentum platformer, and the colorful Gum Works setting has a lot of personality. I liked the speed meter and the opening movement tips. There is quite a lot of text competing for attention at the start; spacing those hints out could make it easier to focus on the course. Fun concept and a memorable protagonist!

I like the lone-samurai atmosphere and the region-based progression. The dash and meditation prompts were useful in the opening village. A compact controls panel covering movement, attacks, and blocking together would make the first fight easier to get into. It would also help to make nearby enemies more obvious in the opening area. A promising foundation for a samurai action game!

Such a fun concept! Catching fish to uncover the code for a locked chest is a clever way to combine fishing with puzzle-solving. I especially like the idea of each catch becoming a clue you can check in your notebook. The chest gives the fishing a clear purpose, and “The Fish Knows” is a great title for this little mystery!

This was a really simple and fun side-scroller! Being able to keep jumping in midair and bypass the difficulty felt like a glitch, but it was fun! The animations were a great touch, too. Great work!

The game idea was really interesting! Some parts were a little unclear without instructions, but I still had fun. Great work!

Thank you for playing, Jason! I love hearing about that near-complete row after both Lucky Calls. That 'one more roll' tension is a big part of what I hoped the Soul Ledger would bring to combat, so I'm happy it landed for you. Thanks for sharing that moment, and for the kind words about the art and atmosphere!

The SNES-style pixel art and simple, streamlined gameplay were excellent. Everything felt focused and thoughtfully put together. Great work!

I haven’t played many games where you control something like a gamepad, so this felt really fresh and unique!

It reminded me of PS1-era horror games, which I really loved! The sound effects were unique and felt fresh, too!

The game idea was really fun! The sound effects and voice clips made it feel polished. Great work!

The title made me wonder if it was inspired by Yu-Gi-Oh! It felt fresh and different, but I had some trouble understanding the rules, so I couldn’t quite get the hang of it...

This 3D game reminded me of the PS2 era! The controls were easy to understand, and I had a lot of fun. Great work!

It felt like Super Smash Bros., and I had a lot of fun! The gameplay was smooth and easy to pick up. It would be even better if there were an option to change the language in the settings. Great work!

The game concept looked interesting, but I couldn’t play it on Windows. Nice work!

Thank you for playing! I'm glad the bingo twist caught your interest. I wanted each card choice to help you survive now while also setting up a satisfying bingo payoff later. Really happy you enjoyed the concept!

Thank you so much for playing and for such a thoughtful comment! I'm really happy you enjoyed the atmosphere and Haine herself. Making the bingo board part of the combat decisions was the idea I most wanted to explore, so it's lovely to hear that the cards, Soul Ledger, and enemy forecasts came together for you. Thanks for taking the time to notice all those details!

It was a very simple game, but its unique gameplay system made it feel fresh and unlike anything else I’ve played!

It was creative and fun!

I had never played a roguelike shooter before, so this felt incredibly fresh!

It was really satisfying to defeat enemies and collect upgrades during the early stages. I was also impressed by how the enemies became noticeably stronger from Stage 3 onward, and the boss provided a serious challenge.

I had a lot of fun playing it!

The game’s concept was really interesting! However, I couldn’t figure out how to connect the planets or what the overall goal was.

I think a tutorial would have made the game easier to understand. Still, it was a very creative and interesting idea!