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BrokenWindows

21
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3
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A member registered May 21, 2025 · View creator page →

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This has a deeper story than I was expecting. I'd recommend giving the player more input.

This concept and aesthetic of this game are cool. I did find a little unclear what I was supposed to do at first, so adding even something like an in-game reason for why the character can teleport would help.

You should have seen my face playing this; pure joy. My only recommendations are to add a walking animation and maybe some knockback to the larger enemies.

This game is very polished, but I found some of the buttons to be unintuitive. I didn't even realize speed and strength had buttons until I reread the controls. I also encountered an oddity where the box would get stuck to the edges of the hold and made the level practically impossible. I like the resource management aspect, but I feel it could be pushed further. Maybe having each button drain power per use. I could feel the basis of this, but the current power loss system almost felt time based rather than use based. overall, very good!

I love the art and overall concept. I do find that the Magenta bream tends to be a bit overpowered; I think it might me insta killing instead of following its rotational path. Also, adding a border around the player would help visibility in the darker sections.

I think the concept could be fun. Providing a main menu and "restart option would make the game more replayable rather than throwing the player straight in.

I had trouble playing as the movement was laggy and I couldn't turn the camera. I was also difficult to tell what was interactable because of the random objects on the ground.

Whenever I lost, I found myself going back for a do-over. However, facing multiple enemies felt unfair because hitting every enemy was only a chance. Maybe making "multi-hit" a skill you only had to unlock once would make it feel less unfair.

It's a simple concept but presented in a very fun manner. I found it a little difficult to tell when to "play" my hand, so maybe adding a way to pick before the round stops would make it easier to understand.

This is a fairly simple game I found myself wanting to replay to see how far I could go. I think slowing down the laser would allow the player to be more precise. Consider allowing the player to "swing" sooner because I found myself rolling out of control without any way to change it. Also, the line indication direction is hard to understand, making it larger and/or extend to the player's mouse might make it easier to understand. 

This is a fairly simple game I found myself wanting to replay to see how far I could go. I think slowing down the laser would allow the player to be more precise. Consider allowing the player to "swing" sooner because I found myself rolling out of control without any way to change it. Also, the line indication direction is hard to understand, making it larger and/or extend to the player's mouse might make it easier to understand. 

The game seems to be a mix of a tower defense and a resource management game, which is a cool concept. However, I find the progression to be a little slow and the soldiers to be a little blind. The art is also good, but I wish some form to UI distinction (maybe hovering over) was provided to differentiate between soldiers and miners.

The game seems to be a mix of a tower defense and a resource management game, which is a cool concept. However, I find the progression to be a little slow and the soldiers to be a little blind. The art is also good, but I wish some form to UI distinction (maybe hovering over) was provided to differentiate between soldiers and miners.

I appreciate the art and its direction. I find the concept comedic. I found myself spending most rounds walking to the enemies and immediately losing. I think having enemies start spawning in smaller groups more frequently would allow each round to last longer. 

I like the concept of the game, but it's difficult to tell what's going on with how much is happening on screen. Maybe slowing down the power scaling of the enemy would make the game more readable.

The Core of the game was pretty fun. I would recommend adding motion blur because it induces a bit of motion sickness when you're moving at such high speeds. 

I didn't expect the multiple languages. I could tell you had a larger story to tell with the game, but the actual mechanic seems very disconnected. In the first section I'd recommend adding some lighting so the textures don't feel so obvious; it would also allow the vents to be more complication through their design and not just difficult to navigate because of the lack of depth. overall, nice concept.

This is a pretty neat game. I may just be bad at it, but I feel the timing is a bit harsh and maybe indicating which letters you hit would be good because it's hard to tell. Still, fun!

I believe you’re able to “correct them,” but the original version has to still be available. Since I don’t know how to do that, I’d rather leave it alone until after voting is over.

yeah, I built it in the wrong resolution. I’ll correct it once the Jam is over.

Horror Pourer (Power-Up MiniJam) by BrokenWindows 

First build failed and took 20 minutes the second time.