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Pangbot

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A member registered Aug 27, 2025 · View creator page →

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Haha, I'll take interesting and odd. Thanks for trying it out! Lack of agency/control is a common pain point across the board, so this game has definitely taught me to spend more time thinking how a new player will approach a game.

Thanks for the playtest! I didn't think about ultra-widescreen monitors at all while making it, so I'm glad it looks relatively passable.
RE the zooming sound: Yeah, it's a sawtooth wave. There are a lot of references to static and frequency in the game. If you use a controller, I feel like it's sort of emulating grabbing an antenna on an old TV and tring to find the signal, haha.  But yeah, probably should have made that SFX quieter relative to the rest of the game, seeing as how much you have to deal with it (especially with the low base sensitivity).
Good point about having an indicator to show how random the position/velocity is, the pitch of the particle gives you a rough idea, but it's not immediately obvious where you are exactly along that line - especially in ball mode.
Glad you enjoyed the wackiness! :D

Thanks for trying it out!
There is a control to let you do that (pressing the mouse wheel/spacebar/pressing in an analog stick) but the game has practically no onboarding so I don't blame you for missing that at all. (Besides, using that comes with its own struggles, haha) Definitely seems like the game leans too much on "frustration" not enough "zen" so the desire for more control is very widespread.

Yeah, I suppose it's a similar kind of vibe, haha.
I didn't put much thought into the scaling for the postage-stamp-sized itch window, so that's a good thing for me to consider in the future regarding wobbling-like motion.
Thanks for trying it out! You're not alone with those wants, so it's abolutely something I need to look into.

Yep, the desire for more control seems to be the number one piece of feedback so you're not alone on that! That's cool about your husband! Maybe he'd enjoy the game more, haha. I'm more into electro-optics (lasers/cameras) so the actual particle physics concepts it's based on is relatively low level (1st/2nd year of a Physics degree).
Thanks for the playtest as well, looks like you relied on pressing to switch between modes a lot, which can make it harder to control. Other feedback has mentioned that the scrolling isn't very sensitive, which makes the change in random variations very hard to notice. But thanks for trying it out!

Thanks for trying it! Definitely a fair assessment, knowing how everything works under the hood made it a lot easier for me to test the game compared to people seeing it for the first time, which I didn't respect enough. Controlling by moving the mouse up/down is a hilarious thought, I never considered that.

Thanks for trying it! I think that's mostly an issue of onboarding, which I just didn't focus on in favour of putting in more stuff. I got wedded to an idea pretty quickly and wanted to see how far I could stretch it, rather than make it understandable, haha. You're not the only one to struggle, so there's definitely a call for making the randomness a lot easier to handle, at any rate.

Finally got around to watching the video, you were so close to beating it much earlier! It was great to see you get into the rhythm of switching between particle and wave to go through walls, I was yelling to try to get you to expand near the exit to try to get out, but I think the scroll sensitivity wasn't high enough for you to do that. (I've had other feedback saying it would be nicer if it was more sensitive)
Certainly a few ways I could go with this idea, I'm think a more puzzle-y sort of game might be best. Could even introduce other things like the double slit experiment and quantum teleportation which might be cool, but those are funny suggestions too!

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Welcome to my bizarre 2 week project. I'm happy for any and all feedback, but by and large, I'm happy enough just proving to myself what I'm able to do in that timeframe. :D

I might re-submit to fix one or two bugs, but the ones I know about aren't that bad.

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The art's mostly placeholder but somewhat representative of what I want it to look like. (I've got an artist working on a new look for Daisy, for example)

Glad you enjoyed it! I'm planning to have at least one conversation for every time you hit a new quota, with more of an actual story kicking in after the first few quotas have been reached. Also looking at adding some more integration for the next update - i.e. getting some kind of bonus/reward depending on how well you're getting on with Daisy, like temporarily reduced upgrade costs or increased worker speed. 😊