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egdekker

10
Posts
A member registered Aug 05, 2025

Recent community posts

Didn't love how unforgiving some of the movement/level design was when your character is so small, but incredibly inspirational on what can be done with minimalism and polish. Thank you for that, it makes me want to build something right now! Cheers.

Really polished for 96 hours, and a great idea for a cute rogue-lite. Absolutely keeps you entertained for a bit.

If I could give feedback, I wish the game moved faster at the beginning. After a minute of wrangling sheep without much challenge, I couldn't afford anything in the shop. Would have loved maybe a 30 second round, with something cheap essentially guaranteed (another animal type, maybe) to make the game more diverse at once. Get me in there! Otherwise, a great bit of fun, good team effort. 

Really enjoyed it. A mini-metroidvania where the player is under intense pressure to find exactly the right pathing. Very hard, I wonder if the default time should have been 20 for a game jam. I would have liked to spend slightly less time re-running the same very easy first 7 seconds only to be punished by missing exactly one jump.  But the controls felt super solid, and I always appreciate when player instructions are designed into a game environment. 

Agree with others, I was looking for some polish to push it over the edge (particle effects, more diverse lighting) but that's asking so much in 96 hours and it's only because what's here is so solid. I think it's a great use of the theme, and one of the better implementations of this idea that I'd seen. Nice job. 

Extremely cool concept that you could absolutely see scaling to an incredibly complex, satisfying game. Rated high for creativity, but unfortunately it was buggy to the point of unplayable for me (clicks didn't register, dwarves got stuck immediately) so I didn't get to experience the full intention I don't think.

Like others have mentioned, the movement speed is really brutal and, in my case, disincentivized exploration unfortunately. I also don't know it was a functional choice (e.g., easier/faster for you to implement) or a purposeful design choice to bind weapons to mouse, but I would have loved the option to swing my sword with a keyboard key as well so my laptop would be more useable (mimicking more a Zelda feel). Finally, would love any interaction feedback in the environment. Monsters flash when you hit them, doors highlight when you can interact, etc.

Nice job on building a little dungeon crawler - that works!! With all original art! That's huge, I hope you feel building.

Wow, super hard with the reloading being locked to switching loops. Definitely rewards more play to lock in the move mechanics, very cool and very on theme.

The death and reset puzzle mechanic is interesting. I found the platforming controls slightly challenging (player jumping in particular felt slightly punishing with acceleration/deceleration) and the final challenge a little tedious as it was a lot of waiting around for my other selves to get in position. But it has some potential for sure, nice job.

Clever concept, but the fact that the sheep don't move once you've barked at them means getting the perfect loop is more of a grind than a one-shot challenge. Some level design that encouraged precision could be interesting. Nice job.

Unfortunately, the build I tried was unplayable but the idea is very interesting.

Neat concept that could definitely be expanded into a full game  with more mechanics and narrative. Nice job, super impressive for 4 days.