112
Sessions
79
Games
16 hours
Playtime
277
Achievements
5
Favourites
20
Reviews
67%
Positive

trophyMost Played

GameLast PlayedPlaytime
Sandboxone month ago1 hour
[WIP] Protect The House5 months ago1 hour
SPRAIN5 months ago46 minutes
Marble Racer - Roll & Rumble3 months ago39 minutes
Halls26 days ago38 minutes
RagRoll Skater2 months ago34 minutes

scheduleRecently Played

GameLast PlayedPlaytime
Moscart5 days ago6 minutes
Special Delivery5 days ago6 minutes
Goblingeddon5 days ago20 minutes
Roundabout5 days ago8 minutes
One More Room5 days ago16 minutes
NO BALLS5 days ago9 minutes

reviewsLatest Reviews

Moscart game · 5 Days Ago Shows Promise
I REALLY like this art direction, it almost feels like an art project. It really stands out. The gameplay loop is quite simple and not necessarily something inherently new - which is in no way a critique. Simple games can exist and be very fun, despite not being entirely new. However what this game does somewhat wrong occurs in areas where it is very painful to be wrong. Mainly the movement feels very sluggish clunky, charging a jump in a hectic environment can be lethal if an enemy approaches you. There also were numerous times where a slime was right at my character and I couldn't shoot him while jumping up, something that I intuitively thought would be possible hence the charge-jumping mechanic. Another thing is that this game took very long to load into, what I couldn't really understand as it has some easy to digest assets and materials. Perhaps a cleanup is needed? I have quite a beefy computer so I am not really sure if it is a problem on my end. This certainly has some potential and I hope you re-iterate it beyond the game jam 3!
GraphicsAudioOriginalityUnoptimizedLoad Times
Special Delivery game · 5 Days Ago Recommended
Game is really good, I like the "Superhot" aesthetic and it serves the simple but cool gameplay loop nicely. One thing I encountered however which kind of bittered my experience is the sharp decline in sensitivity after hitting an enemy, now im not sure if this is a intended balance lever or a redundant gameplay mechanic but it didn't feel very good. Most of the time it felt like "are you able to move your mouse across the mousepad very fast for 3 whole rotations" which gave me the impression it was more of an mouse sensitivity issue instead of a skill issue.
GraphicsAudioGameplayPerformancePolish
Goblingeddon game · 5 Days Ago Recommended
Very charming art style, the gameplay loop is intuitive and easy to grasp but leaves enough room for your personal playstyle. This game is especially good in terms of polish and little things that really make it stand out - such as the amazing art direction, very smooth movement (especially the sliding is very cool) and stuff like the wizard making a little turn while jumping. I really recommend this one!
GraphicsAudioGameplayPerformancePolishAddictiveReplayability
Roundabout game · 5 Days Ago Shows Promise
Really cool idea but I kind of feel like it suffers a lot from overcomplicated gameplay systems - this cannot be placed here because its too close, You cannot change this because of that... there are a thousand options all being available from the get go rather than sprinkled through the progression system. This game would have really benefitted from a cut between simple mechanics and an "advanced mode"
GraphicsAudioGameplayOriginalityPolishControlsConfusing
One More Room game · 5 Days Ago Needs Work
This game certainly has a interesting premise; a dungeon crawler in the autobattler style, with a lot of elements that are also seen in games like "Tiny Rogues", such as different stat types, stat attributes and so on. It certainly was fun and follows an interesting concept, but the sheer size of variables was very confusing at first, a la "there are undead enemy types, there is cleave damage, there is greed, there is fire damage..." Option and attribute bloat felt very real The somewhat sloppy-samey AI generated UI elements also did not help. I will not criticize using AI art any further, as it is a game jam and art is oftentimes the hardest bottleneck in indie game development. The game also felt very clicky at times, click through that, click to this location, click to continue... While this might be a genre thing and somewhat nitpicky to my very own context, I kinda wished for a more "I am navigating this character on my own" rather than "I am ordering a little minion to rooms". Maybe the player ventures into the rooms by clicking into it and after completion you can find secrets my maneuvering the character by yourself?
AudioGameplayOriginalityReplayabilityConfusingGenerated Art