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Kappa Jo

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A member registered May 13, 2025 · View creator page →

Creator of

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Thanks!

We def could've improved the tutorial, but glad you had fun with the actual game!

Nice mix of classic games with good cohesion between them

F*ck it, we ball

Surprisingly addictive!

I like the art, but there's not a lot of contrast between the foreground and background so it was pretty hard to tell what was going on a lot of the time

Still managed to beat the boss, but it was kind of funny to unlock "Plus Ultra" with no boss left to fight lol

Thanks! We just had to have a "poker face" lol

Haha I think I've seen at least 3 or 4 games that match that description but all play totally different

Very cool to see and appreciate the play!

It's like reverse Papers Please!

I failed the first check because I didn't realize the game doesn't take place in the current year lol
It was a bit confusing since it looked like everything was ok/there seemed to be a lot of fluff info, but that might just be a me issue

But I do like the concept and presentation quite a bit

Thanks for the detailed feedback!

There's a spell that lets you swap a card with your opponent, but it sounds like this happened even when you weren't casting that specific one?

This is very impressive for 1 person!

Had a lotta fun w/ the ricochet mechanic and the different enemy types
The targeting line can lag sometimes (especially if you trigger it while already in bullet-time), but otherwise it's pretty polished

Love the writing and the art, it's very Pizza Tower meets Newgrounds!

I had a good chuckle when I realized the death sound was the Vine boom lol
The gameplay was pretty tight, and the extra biscuits were a nice incentive to take riskier paths in the levels

Great stuff

Clear concept, but great execution from the mechanics to the presentation

This might be one of my favorite takes on the theme
Loved the variety of card and dice effects and how they combo-ed together

I didn't realize the double score card was a one-time use, so a clearer indicator there would be nice, but this was seriously addicting, like I was becoming a vampire myself lol

Cool to see a fellow Wizard Card Game end up with something so different from ours!

Cute and quirky, gave me a lil chuckle

I'd love to see a bit more depth to the gameplay
Right now, there's not much in the way of actual risk-taking, and there's not much reason to spam climb and cat sense

Maybe a stamina meter and some obstacles could spice it up?
Other than that, was a chill and fun time!

I didn't think games could be cozy and stressful, but you managed to hit that sweet spot!

Appreciated the tutorial
The mechanics and presentation are super polished, especially for a 2-person team

Would be cool to see this fleshed out in a way that encouraged more risk-taking.
Like maybe instead of set order timers, certain rarer cookies could give more points but have a shorter timer so the player can decide whether or not to go for the easy cookie or the tough one?

The art and music are surprisingly cute and cozy for a brawler!
It was fun to just wail on NPCs lol

The movement felt pretty slippery and out of control (which might've been what you were going for)
Took me a bit to realize you needed to build up some momentum to punch effectively, but it was pretty fun to just ram into enemies

Love the presentation!

My only nitpick is that the values for either the goal or the costs/penalties of the tickets might need some balancing
During my different playthroughs, the optimal strat was pretty much always to just roll and avoid buying tickets until absolutely necessary, so I didn't feel that risky

Buckshotscryption!

It's a cool mix of the two w/ enough of its own twist, big fan of Greg
Sometimes the podium detection was a lil wonky when placing cards, but otherwise the game plays pretty smoothly

Cool to see how different your take on "cheating at card games" was from ours!

Appreciate the love! @OneManMenace killed it w/ the portrait art

100% agreed!

Our original plan was to have multiple NPCs you could play w/ their own playstyles and scaling difficulty, but unfortunately had to cut for time
It's high on our list of things to add if we do a future update!

Thanks!

We def struggled w/ deciding on a control scheme, but it's nice to hear that some of the game-feel work was noticed

From the arcade-y gameplay to the cheeky art and audio, this would be right at home on Newgrounds

It's a lil unclear in-game what the different cards do
I felt kinda dumb afterwards when I realized it's Blackjack lol

The art and music are *chef's kiss*

Took me a sec to realize that some of the rewards were actually usable, but that really unlocked the game for me
I love how you mixed drafting, card counting and mazes to fit the theme, it's a very unique take on the concept!

Cute sprites w/ some personality!

I almost wonder if more predictable AI would lead to more calculated risk-taking from the player
Right now it felt a lil more like playing rock-paper-scissors

Other than that, the sfx were nice and crunchy, just needs some music to go with it :)

The vibes are very cute and cozy, love the art!

The levels feel pretty fleshed out and so does the combat (though I wish there were descriptions for some of the skills/spells)

I accidentally soft-locked myself behind the olive oil bottle by falling off the cans in the pantry level, but overall I enjoyed my time

Thanks!
Multiple opponents was def something we considered but had to cut for time, so that's a validating suggestion :)

Thanks for the feedback!

Definitely wish we had more time for the tutorials/onboarding, especially since each spell is a lil different
We might've leaned too heavily on tooltips/hover hints lol

Lol, the voice acting and dialogue are fun

Heads up, the loading screen says `GMTK 2025.2`, not sure if this was repurposed or just an accident in Unity settings:


I like the near-miss meter building, though it's a lil unclear what I'm building towards since new wisps just reset the bar and take hits, so there's not currently a ton of incentive to play risky

A scoring system could help encourage that, or maybe bosses that can only be damaged if you've built up enough wisps

Doubling down on your upgrades is a really interesting interpretation of the theme

The art is simple and clean, nice

I like that all the "upgrades" have meaningful pros and cons to make you weigh the risk

Main two pieces of feedback are:
- There's very little contrast between the different sprites and tiles, so it's a bit hard to clearly make out some of the traps
- The camera always being exactly centered on the player makes it hard to see ahead or keep track of things in the room

Both of those can sometimes make some of the traps feel unfair when you get hit because you just can't see them

The art is so charming!

I do think the deck size is a lil large, at least to start
The second phase, when cards started flip themselves, was a lil frustrating because I was mainly waiting for the game to reveal a card that I knew where the match was and the actual card flipping felt a bit laggy on web

But I think there's a cool foundation for a more fleshed out game

Very fun retro aesthetic, almost gives me Necrodancer vibes!
I really like how you remixed the gameplay of Mine Sweeper

Wish I could play more, but for some reason the game resolution extends past the browser w/ no way to scroll or zoom, so I couldn't actually see the whole map

Love the distinct art!
The gameplay had a pretty clear loop, just wish the player character moved a lil quicker/more fluidly

Appreciate the feedback!

It definitely was tough squeezing in a detailed enough description into just the button text w/o making the text to small
We thought of naming the spells clearer/more generic things like "Peek Card", but really liked the flavor of the more magical spell names

Thanks! Big shout-out to @OneManMenace for the art

Appreciate the feedback! 

Yeah, I think overall Godot theming was something I want to address when we have more time/something we're not as used to setting up

We've been experimenting with it for a future update since it's a highly suggested change!

Love the lighting and audio

The first loop kind of drags for a while before suddenly ramping up for the missile portion
I'd like to see a bit more back-and-forth between these two sides of the game

But overall a cool project!

Ah, gotcha, might be nice to add some kind of cursor or similar

We tried to keep it pretty simple/compact since you can only go up to 8 steps

"Balatro but DVDs" was not something I expected, but it's a pretty addictive loop

Sad I didn't see the message about the missing music on web, because the sound effects and visuals were already pretty polished

My main nitpick is just that you can get a broken build pretty early on and steamroll the rest of the game (also not sure if there's an ending, or if that's the loop part of the game)

Thanks for the detailed feedback!

We've got a fix for the blurry font in a new build but ran out of time
A path preview might be a nice QoL feature to add, just have to see how it affects the difficulty/planning ahead feel we're going for

I'm not sure what you mean by not being able to edit in the middle?
If you mean remove some commands in the middle of your queue, you actually can delete individual commands (we should probably highlight that more in the tutorial)
If you mean being able to edit in real time while the character is looping, that would kind of break the game/cheese every puzzle (or at least change it from a puzzle game to a reflex game)

Very cute!

Ironically, I think I got stuck in a loop
The map looks like a level select, but I'm only able to play the traffic light game and nothing else