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BrightPotato

25
Posts
6
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35
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A member registered Aug 15, 2016 · View creator page →

Creator of

Recent community posts

Really fantastic. Great puzzle foundation, level progression, and I LOVE that the world map is also a puzzle. I was thinking about how I was going to solve it before I even unlocked all the nodes, which made it feel great to finally get to execute the solution. It concludes the structure and brings the theming home!

Really clever level designs!

When I managed to get my winning run it felt really good. Getting the patterns down and stringing actions together without skipping any beats was very satisfying. The pacing of playing well fit with the theme/atmosphere and made it feel very complete. Well done!

Super polished! I think the popups are the perfect extra bit to tie it all together.

This is awesome! Simple and satisfying!

Your take on the theme is really cool, putting you out of place in your method of control/mobility. Good powerups to match the two sides of that together, the spikes especially!

Cool idea. The fish dragging was a bit wonky which caused some accidental sells/trashes. The variety of fish was good tho, and the attributes you have to check for built up the world/atmosphere and character of the fish very well. Also good art+music!

Took me a second to get the lantern-spear combo down but I got it. Good style, the cave tiles plus the low view distance has a good atmosphere. Also very cool to use the tools as the UI displaying info about the ghosts/score. Nice entry!

I like the controls + perspective. Sus meter not super clear but hey, would it be? They were really doing their own thing in there. I'm an ant out of place for sure!

Neat game, great idea. I am not good at it lol. Love the art too!

Really good puzzle progression!

Good twist on classic match 3!

Whoa moonsnack dev? Big fan. Thank ya!

Solid little game! It feels really good to pick up and move the books around, like I had way more intuitive control than I was expecting. Very chill, good stuff.

Nice! Yeah, you can collect dead plants (both weeds and flowers) too, just needs to be a group of 3.

Really cool how you turned something like a node editor interface into a satisfying and polished game!

Really solid progression. It makes sense immediately and then once it starts to zoom out its just so satisfying to get to the next tier of food. Great controls and visual style too!

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This has a good loop to it, I zoned out and played for a while. It was satisfying to optimize my little routine! Unlocking the special move added another layer to my route, and I can see more abilities/components stacking up.

Super fun movement, and I love the screaming sounds! The arcadey feel is well tuned, and this is in general a very polished game. Nice work!

I love this one! The aesthetic really pulled me in, and the gameplay meshed very well with the visuals and audio. The loop was tight, I felt like I was really encouraged to risk my health to get a big payoff. Good stuff!

Great atmosphere, and I loved the assets. Really nice processing on the textures!

Great puzzle designs and progression!

Great puzzle designs and progression!

Thanks for the feedback! I would like to return to this project in the future, as the features we missed were the parts that made it into an actual game lol. I really wish we had put in those mechanics early! We wanted to have the player throw their own dice onto the battlefield, and then make some decisions for the combat roll. Conveying the info to the player also ended up being harder than anticipated, like you said. I'm still happy with it though, and it was fun to make haha. Glad you liked it!

Yeah, we didn't finish implementations so it pivoted to being a little simulator that just runs itself. Thanks for giving it a look!