Skip to main content

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

VictorySwan

57
Posts
2
Followers
A member registered Oct 02, 2025 · View creator page →

Creator of

Recent community posts

Really good! Fun character, love the voice. I felt like I was sliding with the movement, but I don't know if that's intentional or not.  I didn't really notice the health meter while I was playing. 

Super solid, lots of content, fun to play.

More clarity on the player character's health, some of the objectives of the modes were unclear. The control scheme was wild but part of the fun!

There seemed to be a problem with an audio player when I downloaded it. So I didn't have sound when I played.

It really captures the essence of tomagachis. The art style was great. I didn't expect there to be 10 death options or for the death art to go so hard. It felt like it hit a good attention balance for being a desktop idler.

The dirt in the shower fades a bit slowly for me. It was hard to tell if anything was happening at first.

Character designs are really fun!

The environments feel a little rigid. Adding a bit more variation to the architecture and the brick/cobblestone textures may help it feel more organic.

Cute and fun, but could use a little more difficulty.

The magic unit didn't feel super useful, maybe the magic unity could attack the turrets. A time limit, a resource limit, or a score, might make the stakes higher.

This was pretty cool. I would definitely stream this with friends for Halloween. But please have mercy with the map layout. I gave up because I wasn't getting anywhere unless I took the time to draw it as I went. I think there are  multiple sections that fully loop, and that ends up being frustrating.

This is really cool. I liked the concept and the gameplay a lot. The menus were a little clunky. The text could be bigger, and I had a hard time clicking between cards and then selecting cards. I wish you could fuse two cards instead of having to wait for 4 cards. I didn't realize that there were interactable in the opening area at first. They highlight if you mouse over them, but I thought they were just environmental details at first.

Feels solid and looks great!

(1 edit)

I love this! The colors, sounds, and sprites are great. I made it to level 19 on the first difficulty.

I played with the turrets in single player, and I wish there was a timer so I could better anticipate when a turret was going to be placed. I'd like the health pack pick up range to be a little smaller so I could save them more strategically. I could see that you had a category label on the upgrade cards, but coloring the whole card might make it easier to see.

I haven't tried the multiplayer, but I think that's a really cool idea.

The player and enemy characters are pretty cute. I like the ambiance your team set up.

A wave countdown would be nice, and I wish you could move while placing towers.

This is pretty neat! It's a bit like Dicey Dungeon but I like that your dice face have combat related features. I was confused at first that I had to click the action in the green card to initiate it. 

The movement feels fun and it has a great aesthetic. I will it had an English language option

Feels really solid! The upgrades are fun, the aesthetic is great, and I like the tracks in the sand showing the current path of enemies. I didn't realize I could use the blocks to change enemy paths and funnel them a specific way at first.

I couldn't figure out how to heal myself or my turrets, and I would have liked if the turret menus closed automatically if I drove away from them.

This is super fun! It really evokes the yugioh and classroom card game feeling you describe. I'm grumpy I couldn't beat Darkly Magician even after multiple tries. The vampire recruitment effect should wooooooooork

thank you for pointing that out!

This is great! All of the art was very cute. I had a great time.

Placing and moving objects was easy except for floor tiles near the object selection menu. And, trying to repair the floor or wall with the same tile type was slightly difficult. I was uncertain some times if I had already selected a marketing campaign. After going back in to the marketing menu, I wish it showed me what I'd purchased. I also wish that people sat down on the chairs I put out.

Great work! fun to look at and fun to play. 

I liked this a lot! I hope you continue to develop this. I loved the opening and closing comic sequence.

I found that it was difficult to know where my seeds would be planted before I fully upgraded the planting, and it was hard to tell what I was watering and what I wasn't. I really liked the spin watering upgrade! I didn't know when my ability cool downs were reset, some kind of timer graphic on the hotbar might help. I forgot about the upgrade tree at first, maybe it could glow when you first collect enough material to buy an upgrade.

I think some enemy waves that try to destroy your crops would be fun too.

Excellent audio and good immersion tip. I like that you see all of the items you pick up and the variety of items. To increase the stakes over time, you could zoom out as the player gets more items and raise the height of the top of the sky.

(1 edit)

Lot's of fun! The number of well executed mechanics is impressive! I think the level balancing is off. The first level took me several tries, and then I beat the other levels in one go. The cheese moon is busted. I didn't see how to export raw materials to other planets, maybe I missed that.

At first, I didn't realize that you had sell the items from your barn. Once the planet is spinning, it's difficult to adjust the rockets, so having a separate interface for that might be helpful. I think your initial focus is off on the opening menu and starting info screen because your buttons look odd when those menus open up.

I would enjoy this without levels and timers just to see how well I could build up my systems over time.

Pretty fun! I liked your stylings and the enemy player photos. I didn't read the page instructions closely enough, and it took me a minute to realize how to get started.

I wasn't sure what to type at the slot machine, and I couldn't make it spin. A few more instructions in the game or on your itch.io page would be helpful.

very cool!

very fun! individual turn table movements feel a little slow. I wasn't sure how to use the fast spins.

The spinning to reload and get a perk or debuf idea is cool. The enemies were a little hard to see

Not the hero we deserved, but the hero we needed.

The concept and the art are cool. I agree with other comments that the world rotation should be a bit faster. I'd also like the jump to be faster.

I was only able to make it through the first level, but I was compelled by the narrative, visuals and audio to click through the checkpoints to see the rest. I agree on the level design being a bit too difficult. I wish spinning the propeller while it's in mid air moved it around. I didn't realize at first that I could click, drag, and hold to continue the propeller's spin. With two monitors, I kept accidentally clicking out of the game.

This was really neat. I liked the atmosphere and the exploration. I did get frustrated not knowing what each animal's abilities were at first, and I wasn't able to completely finish because I got stuck at one jump where I wasn't sure what option I was supposed to use. A few more hints for the other animals besides human in the death messages would have helped me. The spin to pick an animal is cool, but when I had a path that I thought needed a specific animal, then it was frustrating.

this was cute! your itch.io page is really cool. I wish I could have moved the camera vertically so I could look farther ahead. I didn't realize that the battles were puzzle based at first since the tutorial enemy is a straight battle. I only figured out the turtle fight....

(1 edit)

looks great! I didn't understand  how to aim at first, and managing the shooting direction was pretty challenging for me. The different powerups are fun, including the ones that are just cosmetic. The UI layout feels pretty polished.

Pretty cute! I like the concept and love the visuals. The digging felt disconnected to the energy storage, and it didn't really seem like I was going to run out of energy after charging up the battery. Maybe the lights in the tunnel could dim as the energy ran out.

really fun! the mechanics are interesting, the game feels polished, and I feel pressured to survive!

I think the Earth looks really good. 

Lot's of style! 

This is very cool! Something about the note sound effect made it feel like it was lagging behind the music to me, but I like it a lot!

Cute!

why are the fish attacking my blender? why can't I make it past wave 4? very fun

This is pretty cool! I like the visuals and the puzzles

Super fun! great art and sounds! wish the hamster was slightly faster