I was a lil late to the party, but I did manage to catch the final 10 million…
VanillaCold
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A neat clicker game, although it’s really short despite being open-ended since the tech tree is pretty small.
By the end of it I was trying to cause Kessler syndrome, but only semi-succeeded since I had a few debris-cleaning satellites up, sad. I did get about 200 debris, but the lag from having 800 satellites got to a point where I just couldn’t replenish the satellites fast enough.
maybe this is just because I used the web build, oops.
In this game you gotta close the popups to get enough points to beef up your antivirus so that it can kill more and more batches of malware that’s infected your system.
I think its view of malware is a little old, since modern malware tries not to be found at all so that it can steal your credentials in peace, although it would fit extremely well with an older computer theme I think-
Overall I think it’s a decently good and fun game!
Pretty fun game, and a good concept too in my opinion! It’s very feature-complete too from what I played, tons of questions so you don’t get repeats too often, and a pretty big map too.
I played it with both characters- unfortunately I’m awful at trivia, both scifi and fantasy, so the furthest I got was getting one of the three key pieces before utterly dying.
The darkness is intended; the idea of the game is that you need to use the gun to briefly light the way so you can see better, and to balance the bullets you use to see better with the bullets used to stun the ghost.
…I think it would’ve worked better if it was slightly less dark, or if maybe there were some light sources or something, but I didn’t think of either and I didn’t have time to add a lighting engine- (Also raising the FOV would’ve probably helped, oops.)
Yeah, I was actually kinda thinking that when playtesting after I’d submitted finished the game, I really shoulda added some kind of a map that reveals as you explore-
…or, at least, more ammunition on or near the path to the end-
I think the FOV being so low (I think I set it to 50 to hide a bug with the textures being all stretched) did not help at all, either.
Thank you for playing though, and I’m glad you had fun too!
I’ll admit, I went a bit mad looking for the clues, on my first two playthroughs… Not enough to actively let people die, but on the first playthrough I got the doomed ending and on the second one I got the noia ending…
Only on my third go, actively avoiding all the clues, did I get a good ending. Also somehow on that go my population started exploding-
This game was adorable, and a pretty fun puzzle game too. I got, very stuck on one of the levels and accidentally insta-cleared one of them because of holes not working right, oops. I realised in time for the last level though, so I didn’t cheese that one at least. I think. At least I didn’t see any holes-
Uhh regardless though, this game was rather fun! It felt very polished outside of the aforementioned hole issue, the artstyle is lovely and adorable (I love pixel art), and it was also pretty easy to understand the concept too.
Oh this game was so adorable! The cute storybook doodle kinda artstyle, the adorable lil bunny bun who you have to help out…
I think the only things to mention is for some reason a lot of my inputs in the dance section didn’t work, probably a browser issue or maybe my keyboard has gone whack.
(And I lost the marathon one with a slither of distance left, oops. But that’s a skill issue on my part.)
Decent artwork although the gameplay feels way too punishing.
I only played for a little while, but enough to confirm that the controls are a lil too slippery, there isn’t really enough time to catch all the bombs, and sometimes your dash will just not take you to the next platform and isntead stops short. Or sometimes it just, uh… takes you into the pit.
I couldn’t get into this one, the calibration was all over the place even after connecting my headphones via aux instead of bluetooth, even with the easy timing window on it felt more precise than Lockstep and I could not get past round 2.
…I blame the fact that it’s a web build. web builds have been giving me trouble recently.
Very short, but pretty fun. It’s actually pretty rare to have a game where jump heights are actually realistic-!
The game is super short, on account of the time limit being 10 seconds long, so even with lots of pickups it still is a really short game. Still pretty fun though!
i wish you two the best of luck in anything you make in the future, too!
Of all games to feel the most creative with the countdown theme from what I’ve seen so far, I did not expect an idle-game to be the one.
Okay, this isn’t the same as a normal “idle game”. Those games are open-ended and often just result in some kind of fatigue where you get to a point of “this just isn’t fun anymore”. This game however doesn’t overstay its welcome, and it also has an actual ending you can get to without spending so much time it gets stupid.
The countdown in this game is the goal. You need to speed time up so that it can reach 0 and save the universe. The first few objects you unlock for this are similar to regular idle-game buildings, they just speed up the countdown ever so slightly and have a few upgrades to make them have more effect.
Then you unlock the Monte-Carlo panel, which lets you play what I can only describe as dice-poker. Keep rolling dice until you submit to get a bonus depending on the final score, or until it goes over 12 (where you forefit your dice run).
The other fun panel is a click one, where you click to provide a slight global modifier to all of your buildings, and its bonus stacks with the Monte-Carlo bonus.
And, it also avoids the big issue of autoclickers being broken that so many other idle games have. If you use an autoclicker, you’ll get the max bonus modifier, but just clicking like 4 times per second manually will also get that same bonus.
The game’s funny, it’s fun, and unlike tons of idle games it doesn’t end up being a drag. I wish it was longer, but at the same time that’d make it more prone to ending up as a drag like other idle games…
I’m also not spoiling the ending, since it gets even more absurd and funny, you should go play it yourself. Like genuinely. This is a really fun game and a good one too, go play it if you’re reading this. Even if you’re the developer. go play this game it’s a good game.
It’s pretty hard to figure out what you’re actually meant to do, and even when you do figure it out it’s just a bit annoying to make any actual progress–
The game kinda reminds me of the old flash game Motherload, but I guess this one isn’t as enjoyable—
I think if you had an inventory it’d probably be more fun? maybe?? There’s probably somewhere you can take the concept at least.
This one surprised me! I went into it not really having much fun, and thinking it looked kinda silly, but by the end it really turned out to be a blast.
If I can complain a lil, the tomato enemies bunch up together way too easily, and the boss is kinda a pushover, and the early game is very slow. (And the countdown seems very forced-in, and isn’t even relevant by the end either.)
but outside of that, this is actually a pretty fun game!
Really good but I’m kinda dumb and bad with words-
If I had to give a complaint, it’s probably that there are some cases (eg the second and first words) where there are multiple valid words, but they aren’t a valid option.
Overall though it’s a really good game. I don’t think I have much to say, it’s just… good. a really creative concept and take on the “counting down” theme, and a really interesting game concept in general.
Pretty fun platformer.
I think it could do with a reset button, or just death insta-killing you instead, since at least as far as I was able to get there were no checkpoints and it’s annoying to even get past the first part more than once per run since a big platform falls.
I’ll give it another go and try to beat it proper later on, I think.
I’ll maybe try to figure out how to add some kind of a lighting engine if I expand this later on, although my rendering method is really janky and I especially don’t know how I’ll get the lighting to work with the floor if I do that-
Though, the ghost being too hard to see is something I really need to work on if I expand on this game. (Same with it being hard to tell if the ghost can be walked through or not. It can be, but it latches onto your face unless you back away from it or shoot at it.)
Thank you for playing though!
Yeah, I really could’ve done with just increasing the distance you can see in general.
There actually only is one ghost, it just chases you at a constant speed (unless you’re really far away, where it speeds up slightly) and can move through walls since I could not be bothered to implement any kind of pathfinding for the ghost.
I like the concept, but Match-3 games just don’t really do it for me personally so this felt way, way too hard. I struggled against the first enemy, and then the second one absolutely wiped the floor with me… oops.
Though, the way the theme works is neat; turn-based but turns last a limited amount of time (finally, a turn-based system that doesn’t test my patience), and you can deal damage, heal health, bring up shields that do something (idk what exactly, it didn’t feel like they did anything) or do a special move (which also I don’t know what it did)
Pretty fun although again I utterly stink at match-3 games, so it’s not really my cup of tea.
The theme application is the usual “there’s a time limit”, but there is a fun twist on it with the timer staying at the same level for small level groups.
It’s a speedrun shooter kinda game, you need to make it to the flag in time, and the time limit persists to the next 2 levels in the current stage as well. Killing enemies refills your timer, but getting shot lowers it.
Pretty fun though.
The web build is broken for me and the platforms are all invisible, but the actual download works fine under WINE.
Uh, the platforms… don’t visually appear. They just don’t. Maybe it’s because I’m playing on Firefox and not Chrome, but like I don’t see why that’d cause the platforms to be invisible.
either way, it unfortunately is not very playable because of this.
I like how it fits the theme, with the feathers being the thing that “counts down” as you use them, but I couldn’t play far to see how it’s used because the platforms were invisible.


