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rumblingsheep

92
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4
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1
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A member registered Jul 08, 2025 · View creator page →

Creator of

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That’s an unexpected bug, definitely not something I planned, haha. Thanks for catching it, and also for being thoughtful about other players! I’ll fix it once the jam is over.

Thanks for playing. I’ll definitely make the mechanics simpler next time :(

Thanks, glad you like it!

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Thanks for the feedback. I’m really curious about where that bug showed up, since I’d like to fix it later. Plz let me know if you don’t mind!

Yeah you can’t change the game until the voting is over. If you want to keep working on it, you can update it after the voting ends.

It's a very challenging game, I died and restart so many times :( Though the art assets seems simple, it brings some unique vibes to the game, and I quite like it. Great job!

The concept is very creative and fits well with the theme. The missing audios make the game feels a bit unclear/lack of feedback, but overall, it's a good game for the first try! Great job.

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There are few feedback on switching room, being attacked or attacking enemies, so it's sometimes lack of gamplay information. Despite that, the character design of enemies and its animation is very lovely, and fits the theme well. 

Despite a somewhat slow player tempo, the fast-paced mini-games similar to those in Undertale enhanced the gaming experience, stopping it from feeling dull. It’s a very lovely game!

The theme fits very well. It's literally risking yourself to get rewards, I end up writing down every direction I chose in order to not forget the way back home and ran out of my biscuits. Also, the 2D artstyle is very lovely and cozy, those buildings are very well designed!

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The way you incorporated the roulette mechanic is really clever. It fits perfectly with the theme and adds a new layer to the game! The visuals are also very consistent and stylish, everything feels very polished. Well done!

That 3D perspective for blackjack is a really cool innovation. It adds a huge amount of immersion, actually feels like I’m sitting at a real poker table, anxiously waiting for my opponent’s hand. However, the text on the cards is pretty small, and it’s not always clear if you’ve won, so maybe adding some visual or audio cues to indicate the results would be better.

I love the way the block arrangements change each time you start a new game , it keeps things fresh. The game does feel a little slow-paced, maybe adding more chances you can use per level, or shrinking the gaps between the blocks would make it a bit easier. But overall, the game mechanics and the theme design are very clever. The idea of bribing the groves with cupcakes is just adorable!

It’s a little bit too challenging for me to beat, but the game mechanics are really innovative and unique!

The explosion visual effects are really great! Overall, the game runs super smoothly, and it’s a great little game to pass the time with.

Thanks :D

Thanks for playing!

Love the visuals and the gameplay so much. You guys designed a very innovative, neat mechanics for the chess game, and the theme is so lovely. I can easily understand what's going on and what I should do in a few seconds, and just can't stop playing it. Great work!

Thanks for the kind words! I’ll keep working hard on making better games.

You’re right, cutting out some of the unnecessary mechanics would make the game far smoother. I overstuffed it with too many features :(

Thanks a lot for playing and for the feedback!

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Spending a full half hour on my game during the voting, that's a lot! Big thanks :D

The upgrades were meant to make the cookie factory produce more cookies, increase the casino’s winning rate, and improve the recruiter’s success chance. I didn’t explain it clearly though, sorry for the confusion! Really appreciate you playing and sharing your thoughts <3

Thanks for giving it a try! I know the complexity of the controls is the biggest issue in this game. If I continue developing it, that’s the very first thing I’ll work on fixing!

Heyy, fellow spy game dev! You’re right, I made the controls way more complicated than they should have been, and that’s something I need to simplify going forward. By the way, I really liked how smooth and natural the controls felt in MasqueRaid, good stuff!

As you mentioned, I didn’t make the role of upgrades very clear, and many of the commands ended up confusing and overcomplicated. That turned out to be the biggest flaw of this project, and it’s definitely an area I’ll focus on improving.

For grabbing and throwing, the controls require aiming with the mouse before pressing space, which feels a bit clunky and can easily come across as buggy. As for camera rotation, I personally get motion sickness from 3D spins, so I avoided it here. Still, I’ll keep your suggestion in mind and think of better alternatives in future games. Thanks a lot for such a detailed review, it really helps me know how to improve next time!

Thanks a lot for the follow and the kind words! Reading through all the comments really showed me what I need to work on. Just hope my future games can show some progress bit by bit!

Those gummy crocodiles are so cute! The palette used in this game is charm and cozy, and I love those small biscuit particles when you click on mouse. Though the UI is a bit complex, it's still a enjoyable game.

I didn't really get how to play, but the art is unique. So it is handrawned by a kid? That's so lovely!

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The shrink mechanism is literally the spotlight of this game. Really like the levels and theme design!

Glad you liked it!

I don't really understand what those numbers are for, so I just recklessly step on every tile nearby and push myself to death very soon, haha. Love the isometric artstyle, the feedback while hovering one tile feels good and let players instantly know what to do.

It's very thoughtful for you guys to respawn the player when they hit themselves totally into the bushes. I'm not good at car racing game and has 3D motion sickness but your game makes me want to retry over and over again. Nice work!

The best idea i'd ever seen. 5/5 innovation. Great job!

A simple but clever design! I love the baking animation a lot, the biscuit feels so squishy.

The mechanics in this game is so unique and creative. I love that you designed various starting tokens for each class, make the gameplay feels rich. I chose the old man at first and didn't really understand how to play, but after I replay it and switch to rogue, things became clear and fun. Maybe I'm just not ready to become a cool old man :(

Thank you so much for replaying the game after my reply <3 Sorry to hear you didn't won the game... here’s a screenshot of the winning cutscene just for you. The Biscuit God was moved by your sincerity and regained its power!

Thank you so much for enjoying the game and for the follow! I remember you’re also a solo dev, I really enjoyed Do it for Biscuit as well, and I’m also looking forward to seeing more of your projects :D

I forgot to explain clearly. After collecting the biscuits, you have to wait for the Biscuit God to make a request before you can throw them into the altar… Sorry for the confusion. As for your second run (and thank you for playing twice!), the reason no one wanted to work is because if villagers eat too many biscuits, they become unhappy and refuse to work. In my own tests, I rarely had the whole village go on strike at once, but you happened to encounter it… I’ll improve this part, also I'll redesign the quest to make it more manageable. Thanks a lot for your feedback!

Thank you so much for playing! My original idea was that if the village didn’t have a villager with that name, the player would need to recruit a new one. But maybe this design isn’t very player-friendly, so I’ll think more carefully about it.

As for winning: the goal is to collect 200 biscuits and then wait for the Biscuit God to make a request—but I didn’t make that clear in the game, so I’m sorry it caused confusion. Thanks a lot for your feedback, I’ll definitely take it into consideration!

Actually, it didn’t take me that much time. I even went out to hang with friends in between, haha. The code was actually done in about two days, but the art took almost four days. You might have noticed, the player and villager animations are identical, which is why I was able to save a lot of work. I think I didn’t make the game instructions clear enough, so the gameplay feels confusing for players :( But thank you for playing and giving your feedback!