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CRiM Makes Things

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A member registered Jun 12, 2025 · View creator page →

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Dang, did you happen to break a mirror or walk under a ladder before playing? I think that's the first crash we've heard about, let alone two lol

Glad you liked the game despite all of the bugs you encountered though! We knew about the map bug, but the other two are news to me D:

Kinda optimized the fun out of it by just cycling going up/down and only leaving the doorways to collect stuff lol, maybe make it so you have to go through a new door each time to prevent that? Was a nice vibe

Thanks for the detailed feed back!  I think the scope creep monster got us and we ended up making the game too long without enough polish lol

Glad you liked the game!

Thank you ^^ glad you liked the weapon wheel, I worked real hard on it lol

Took some time to figure out what I was doing. The actions were some neat strategy, but sometimes you just get stuck with nothing good and have to fork over the cash. I'm also not super sure how the stats relate to the buying mechanic? I assume I want higher charisma, but not sure quite how it works.

Cute lil game! I couldn't figure out how to progress from passing drinks out though or end the day or anything, am I missing something?

fairly interesting vibe. Nothing too crazy going on, but its an idea that's well executed, good job!

Apologies for the lack of tutorial! Glad you liked the weapon mechanics, though ^^

I still mourn the fact that I never got the chance to add button hints to the ui D':

Glad you liked the game despite its flaws though! Sorry about the performance, we never got much of a chance to playtest it for deadline reasons, but I'm glad you were able to stick with it!
Another game with a similar mechanic off the top of my head is an indie FPS called mycopunk, that one's upgrade get real silly lol

Thank you for the feedback ^^

was just a regular xbox one controller

Glad you enjoyed!

Glad you enjoyed! Don't worry, the weapons can get absolutely insane with the right upgrades lol

Thank you! Yeah, the game is much nicer on controller ^^

Glad we managed to break through the genre then! Thank you!!

Thank you ^^ 

Glad you enjoyed!

impressive that you made this with your own engine, might also explain how in order to get it to not crash on launch I had to run it in compatibility mode lol

It also seemed to crash every time i had my controller connected? Made playing through it a pain with those keyboard controls that are... not great

Other than that though, gameplay was fairly smooth, art looks pretty good!

You've achieved a nice vibe here, but I'm not entirely sure how to tell if I'm making the correct choices to continue on, its hard to tell when/if I looped

Love a good minesweeper like lol. I really, really wish the player character was a bit faster though, it is painful having to go from one side of the board to the other repeatedly as im clearing cells. Other than that though, great game!

Fun concept! Really reminds me of Last Command (just minus its snake gimmick)

That BGM track got real old fast though

Definitely nailed the theme, dang

Love how you did the visuals across the board, the options getting jumbled was a good addition

Agree that its very papers please like, you did a very good job of just making it feel uncomfortable to play (positive), I don't think the game would have worked nearly as well if there weren't so many dials and lever to flip for each person

Was a nice little game, shame how few reviews you've gotten.

My one real complaint is that some of the images get a little hard to tell what they are with the filter, i feel like some editing could have been done to make things clearer for them

Thank you! Glad you liked it ^^

Glad you liked it!

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Thanks a lot!

Yep, the parry window is pretty small. It's timed to right when the shield's fully closed, may need to make it a bit forgiving in later updates

Controller support was on the wishlist but I've never done it before so kind of fell off the radar, apologies!

I'll bump re-tuning the camera higher up on the list :)

And yep, playtesting had no lag with the downloaded version (godot's particle system HATES web exports for some reason, even after I tried to shenanigans my way around disguising the lag under the transition screen), sorry about no linux build!

Sorry about the linux build! Didn't want to build for os's i cant test on

Arcade mode as the default was more for the jam than anything tbh, though in testing i did find myself preferring it? Maybe I'm just lazy lol

A proper tutorial and cleaning up the UI is on the to-do list! And yeah tuning down the parry difficulty is there too, though funnily enough the hurtbox size actually doubles when you're actively parrying lol

The first boss is 100% the "Parry or die" wall, so having trouble with it makes sense, I'm surprised you got past it without parrying to be honest!

Appreciate all the feedback, thank you for playing!

the top bar of LED's is health, 2nd row is your charges from parrying

sorry it could've been clearer lol

The coding and the art was all me, but the SFX was mostly me just hodgepodging a bunch of pre-made sounds together! The music I just got an assett pack for I'm ngl lol

I'm a decent artist when it comes to not animating, but the programming is definitely where I'm more comfortable,  it really scratches the puzzle game part of my brain :)

Thank you! Yep, seems like my ui was the weak point for me lol - Glad you enjoyed otherwise though!

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Thank you! I've been trying to learn gamedev on and off for a bit more than a year now I think? This is my first "finished" project though lol

I'm glad you like the game! I'll have to look into differentiating the projectiles :)

OH that actually tells me exactly what the issue is I think

The boss tries to spawn in horizontal/vertical to the player to make the cutscene line up right, so I think they just got stuck in a loop clipping the wall/out of bounds... I'll have to make a note of that to revisit later - Thank you!

Oh noooo could you tell me anything else about the crash? I don't think I've ever had it do that to me or any of the folks i had play test it

In any case, I'm glad you like the game otherwise! 

Managed to get 1700 points, not quite sure why that run in particular lasted so long vs the others, but neat? The game could benefit a lot from an explanation of what to do, and some settings for mouse sensitivity would have been nice, as the default left me barely able to turn the camera. The 2D rail twisting around in 3D did look fairly cool though!

(PS: I know you had some trouble getting the build on itch, but even just a simple game explanation on your page would be better than nothing :) )

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can confirm with shpilpopic, game throws the render process error


Took a second to figure out but was actually really cool! I did get hit with an order that wanted zero wrenches and end up losing to it though lol

Pretty competent execution of a shmup! I'm not super sure what the purpose of the overcharge mechanic is, personally feels like it's a punishment for playing the game and killing enemies? Just could not wrap my head around it.

Game is great! Went through pretty much the whole tech tree now (those last few shield upgrades are quite the price jump lol) and was a good time throughout. I'm not sure how the levels work though? Assumedly it just makes higher health atoms spawn but I'm not clear on what's increasing it?

Thank you! I will look into changing the ui and adding a tutorial in the future :D

Thanks a lot! I'm glad all that hard work went to good use lol
Yeah, def feels like a either a tutorial or a ui redesign or both are on the to-do list if I work on it some more