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theowlgorithm

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A member registered Nov 02, 2025 · View creator page →

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It’s a gorgeous game, detailed game play, a busy screen, and lovely soundtrack.

But, boy is it slow to load. Please compress your assets better. It should be 5% of its size it is with webp compression. 10% with jpeg.

Also, as this is a fantasy setting, maybe consider adding more tutorial. Like what that barcode scanner is for.

I think all those documents are only for checking fingerprints against, and should be presented as such, not extra UI burden for the player. If they are all specimen they should be marked as that, instead of containing actual signatures when actual papers do not.

“As many as possible” isn’t really pressure. It’s like saying “try your best”. Imposter theme is strong, but the lack of instant feedback makes learning the system too slow.

You should try pygbag, https://github.com/pygame-web/pygbag

In 2026 we should have to risk executables

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Not saying it’s dodgy, but not saying it isn’t either.

I get that feedback about what you did wrong is important. For 600ms, on a fraudulent ticket, the error is flashed. I checked these with console logs in development, but you can get the same effect with a screen recorder, if you so desire.

Sometimes not knowing is preferable to being lectured by a computer :D

Wow! Thanks for playing all the way to the printing error levels!

I used bmfont to deliberately corrupt the font to simulate printing errors.

Ranging from:

An easy one

Right through to this absolute b4st4rd where only the “I” is distinct and you are expected to count the letters!:

Tell me finding a couple of those in your quota of 4 wouldn’t be high pressure! I don’t think I got one in my last playthrough.

Wow! Thanks for playing all the way to the printing error levels!

I used bmfont to deliberately corrupt the font to simulate printing errors.

Ranging from:

An easy one

Right through to this absolute b4st4rd where only the “I” is distinct and you are expected to count the letters!:

A much tougher read

Great tuning, humour, and graphics. Even so I see a couple of minor improvements:

  • The mouse cursor could get in the way and should be changed to, IMHO, a circle for flashlight.
  • You only have two bins, and the flow was really good in the first level with a shortcut key for normal trash. ‘w’ for the imposter bin would be nice.
  • Having to press escape- I lost my finger positions for shortcut keys having to find escape.

That level music is fire. Starts like Golden Brown but then hints at ~~Something Good~~ Cloud Busting. Really cracking music, if it was any better there’d be royalties.

It’s a fun man-cave to inhabit. Reminds me to service my trenches, which I’m slightly better at.

Very atmospheric, and I loved the art and sounds. Who needs music, but the SFX were pure atmosphere.

As for the game, it beat me. It took too much set-up, error and learning, only to get stumped by the font, particularly on the y-monitor where it seems the top right is missing. Was it a 3, or a 6, or 5, or 8. By the time I had dialed in my first guess, 3, I was dead.

Very well made though. I could quickly start another game, but what initially feels like atmosphere can become old when repeated six or seven times. If we cut the walking, roaming and exploring out of modern games, we’d all be playing cards though!

Good experience.

Nice to see a fully articulated pig model, hand made too! Cool sounds.

Isometric is always fiddly, but I like the translucency in the walls so we don’t go missing.

Needs to be just a touch easier, on day 4 I got 1089 when I needed 1192. I played well and was relatively lucky.

Also, what is this screen?

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I tried it once, and it boosted my high value cards and nuked my low value ones. Wouldn’t do that again!

You should label things, it took me 3 play throughs to realise where the target was. I thought I was dying by going bust, but no, we lose a heart each hand. Still haven’t figured out what the bottommost box means.

Tool tips are well supported in godot.

Fun game.

Good game.

A couple of points:

  • The first boss can spawn tsunamis on the player location, meaning instant death.
  • I got stuck on the level shown, the tanks spawned inside the blocks and I could not shoot them, or mine them.

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The blade is OP.

This is a decent platformer. I didn’t appreciate having to redo the first level when the blade got me. I wasn’t expecting it to chase me over the hill like that. Flying saws and flying pigs, I’ve seen it all!

Those jumps on the blade level are too hard. Pixel perfect, with pixels that small.. Can be fixed, in your itch page. Boost the resolution to double or triple what it is.

Bro, what does “difficulty ascending order.” even mean? Do you mean you are starting me with Roman, the hardest, at the top? Chess is a solved problem, I want an easy start.

Why is the computer such a cheat? Are you just saying here is a board game, you can’t know the rules? That is neither fair nor fun. The computer is moving pawns like bishops and I can’t even move mine 2 squares on start!

The screen is too small to really tell the differences between pieces easily. But as they don’t respect the rules of chess that doesn’t matter. Unless he swapped pieces… in which case we need bigger graphics. I don’t think he did though, there are defo 2 tall bishops on his back row. You should animate the pieces too. I blink and I miss a move. I won by capturing a couple of pawns, the back row had a seizure!

AmongUs single player is certainly ambitious, and the music is a solid dystopian loop.

You should provide a worked example of gameplay. The walls of text you provided didn’t help me. Here is my unworked example:

The CC_TV sensor array is just an array of boxes. How am I to know what is near what without an actual map?

Assuming they are each separate areas, 45s is not enough time to decrypt the terminal, read the logs, and choose which units to question.

Until I found I could copy paste and hopefully stall the clock:

SYSTEM: Unit Gamma proximity detected near Nuclear Power Core.

SYSTEM: Unit Alpha optical sensors recorded Unit Gamma in transit.

SYSTEM: Unit Epsilon optical sensors recorded Unit Beta in transit.

SYSTEM: Unit Beta optical sensors recorded Unit Gamma in transit.

So this says G was somewhere, Nuclear, and in transit.

I returned to the game and the timer had counted down and when I tried questioning again it said I didn’t have the APs (I had 3/3). So back to ending the day and getting no new APs or information.

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Nice ideas here. No sound, but I got the impression I was seeing squids and fixing holes- which looked like loose wires, maybe a translation error..

After about 10s, I lost the game. Don’t know why there is no sound. Then I had to go through the lobby process again, which now appears to have locked me in, but unable to play again.

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Says I’m still playing. So I reloaded (very compact game) and am now player 2.

It’s actually an impressive tech demo, that a game this unpolished is able to spin up a multiplayer lobby.

While I was writing this, it opened a new lobby, “Lazy Mule 9”.

That’s really cool breaking the Roblox MMO out of its app store.

Cool sounding jam page, but where’s the love for previous entrants and DMG jams? All I can see on dangerousmindgames.com is your own games being promoted.

Are you going to join oink server? Makes contacting you a little easier. Or is this just CFBR?

POWERUPS == Evolution. while I didn’t accept that when the theme was announced, it is a very common take, one that I drifted toward myself. This game does powerups extremely well, in that all the powerups feel equally useful, to the point where I didn’t need to read what each did anymore.

Fun game, I took damage, in the end, but it ended before it got grindy. On second thoughts… it needs more balancing (where you magic up more hours to go around), it’s like racing mini-metros in a Ferrari. Fun.

Impressive graphics, and load time! Basic sound, but very responsive and informational.

Unreal Engine. Never seen that in a jam before.

Impressive title screen and music.

I really liked the music. It could have used a time compression multiplier as playing the same waves repeatedly, is, what it is.

Nicely animated mobs with a good variety of attacks. Didn’t think much of the 8-direction cacti mind. It hardly ever triggered. The starting flowers dealt with the dragonfly better, when they went slow enough.

Really well balanced, and drawn. It’s nice to see Construct3 in the wild, though. Couldn’t have asked for a more polished experience.

Didn’t get lag on my potato PC, except loading, hence I’d rather use Phaser next time. I had to reload after getting this error:

c3main.js:4 Error creating WebGPU renderer:  Error: WebGPU disabled on Intel Gen7 and Gen9 GPUs - see https://issues.chromium.org/issues/462468373
    at Qu.Gfx.WebGPURenderer._TryGetDeviceOnCurrentAdapter (c3main.js:4:360385)
    at async Qu.Gfx.WebGPURenderer._InitDevice (c3main.js:4:359625)
    at async Qu.Gfx.WebGPURenderer.Create (c3main.js:4:359527)
    at async ST.CanvasManager._InitWebGPUContext (c3main.js:4:1144896)
    at async ST.CanvasManager.CreateCanvas (c3main.js:4:1143137)
    at async PT.Runtime._InitialiseCanvas (c3main.js:4:1206832)
    at async PT.Runtime.Init (c3main.js:4:1199939)
    at async InitRuntime (workermain.js:1:2795)

I only have gens 7-9 here; and it worked great after reloading. Just not prime time in that aspect.

Music, brill graphic, an incremental game, mute button, insta-load. This has it all. Game was a little shallow, as might befit 48h, but very well polished.

Good to hear I’m not the only one struggling with balance. I thought yours was nicely balanced, or I wouldn’t have played 20+ levels. I think you said there were 3 specials… Getting that lightning chain made me want to play more.

Amazed you could read all that from my screenshot! It took me 20 years to find my bank balance. Now I understand the bars, I would’ve played some more.

I felt really bad when my farmed blobs died. They were really cute and happy.

Interesting development of the evolution genre.

Something addicting about this. It has its flaws but this level of original playability within 48 hours is very commendable. The log was interesting but I’ve no idea what time zone you used for it, making “Jam Start - 4AM” meaningless to me.

Thanks for the easy autofire. I wasn’t able to activate the lose condition, as it would seem from my screenshot that I had 50% flowers remaining. Probably my mistake, but it is starting to grind after 26 years. I think the epic music carried me this far.

Awesome graphics and musix, super chill and comfy. The ramp in difficulty between the duck beanies and the, whatever came next (don’t have time to see it) is a bit high. The game is real, and balanced in that I don’t have to start over on failure, only that garment resets.

I can see you expanded the Wisteric palette, it’s still the palette right? Who thought games with limits was something people wanted? The energy I’ve wasted on shaders to stay in-palette D:

It was Edge I used before, and I only tested my own game on multiple browsers.

It actually works on Firefox.

Here’s the console log:

Godot Engine v4.6.stable.official.89cea1439 - https://godotengine.org index.js:452:16
OpenGL API OpenGL ES 3.0 (WebGL 2.0) - Compatibility - Using Device: Mozilla - ANGLE (Intel, Intel(R) HD Graphics 400 Direct3D11 vs_5_0 ps_5_0), or similar index.js:452:16
Build configuration: Emscripten 4.0.20, single-threaded, no GDExtension support. index.js:452:16
WebGL warning: drawElementsInstanced: Depth texture comparison requests (e.g. `LINEAR`) Filtering, but behavior is implementation-defined, and so on some systems will sometimes behave as `NEAREST`. (warns once)
Request for pointer lock was denied because the document is not focused.

HD Graphics 400 huh?

Yeah, my hardware is definitely stretched my your game, more so than my game, but I’d like to see a little more headroom than this.

Fun game, in the end.

Oh wow, a platformer I could finish. Better tuned than even my game (no one finishes).

It is indeed a seamless loop, no marathons between save points, right back where we started with hardly any fanfare to signal the game is complete (maybe I need to do it without dying).

No sound, but I appreciate the play testing that went into this. Spot on I would say. As for theme, would I be forgiven if I it felt at times like I was still playing winter games? Its subjective, I’ll call it early Spring.

If only this jam didn’t score music, I enjoy letting my ears breathe.

Very coherent art and theme. I hope I can work with artists like this some day; making games is much more art than it is code. Not that the inventory system isn’t solid. Music never gets old either.

Being miles from any countryside myself, I would not have thought of this, but it works well and the sound effects are immersive.

Lovely graphics and music and smooth gameplay.

Was a bit fussed about not being able to fly over things, but flying around them is bee-realistic.

The controls were actually nice despite my little grumble there.

If anything the graphics were a bit too high quality in that I can’t really see which subtly shaded flower I am supposed to be targetting given the timer at the top of the screen. Tired eyes maybe. I’m not using more than 960x540 again, unless I get good at 3D.

I don’t want to sound a total fascist, because it does its job, but Unity builds weighing in at 50+MB can’t be easy for developers to iterate. I swear (to myself) I’ll learn unity, and games like this do it proud, but it’s just so chubby compared to godot.

I’m 90% the problem is the iGPU can’t cope. I had to drop a significant shader on my game and take a large hit to the graphics to get it to behave moving to WebGL.

Can I ask what low-end iGPU you tested with?

I wrote the CPU was at 100% playing your game, not the GPU, which was unexpected, but they share a heatsink. I can’ recall how far under 100% the iGPU was, but my game was bugging out with just 90% load when I had that rogue shader.

The whole Task Manager was a laggy mess playing your game, I didn’t want to prolong its agony, once I had identified the offending tab, and shut it down.

Being godot scripts I can (I hope) decompile and run relatively safely that way, later. Kudos for that, who knows what low end hardware you find here.

Browser experience only. I feel this gives everyone a level playing field. I have machines where exes are blocked at several levels.

Several browsers in Windows.

I cannot hear music but the gameplay is smooth, I compressed it for the clip to fit under 3MB. You want more frames, I gotta drop colours.

Is the bird chirps the music? Not a melody, but a not unpleasant sound.

I used to love pigeons until about a week ago when I heard about the effect they have on crop yields and the price of bread. Beautiful animals and beautiful game. I respect the use of Wisteric17 here, it is challenging to make a detailed simulation with such a small pallete, and increasing resolution is a lot of work. It could be difficult to see which icon was selected. The solution? Big ugly borders.

It was tough finding even examples of vertical parrallax backgrounds. I like the sky texture behind yours. When learning to fly, the pigeon is seen to walk on the spot while the background moves but not the foreground. Until he flies. Then, after figuring the lose condition, by losing, I entered a mini game where all I could do was poop. And weigh myself.

You left off Esc from the controls. Only way out of the weigh-in screen.

Maybe something else is missing there because I can poop and weigh, and am not sure how to proceed after 50 poops. Ah, I got it now, mouse to move him around. Of course, it was mouse to fly as well.

There’s a lot to this game, a big world with several mechanics and artworks, the author clearly cared about. I miss being the baby, life was simpler.

You have convinced me this palette actually had brown! My checquerboarding ethnic diversity just added Rey Enigma. Big wow for big graphics.

My initial idea was top down, and I couldn’t get wood to work. I suspect because I started with the walls, where it was perfect for plaster and brick, which, let me tell you, don’t look good on the floor.

No CPU throttling.

I could spam space to pop all the bubbles and it didn’t affect the odds of me getting a 2 or 1 star fish. A small tip you may not need: why require keyboard and mouse? It slows the flow. Fishing is boring IRL but the scenery compensates, which it more than does here.

Best graphics so far. Spring is the fishing season, the only time I can catch anything.

Awesome environment. Replace chopping wood with any grim 9 to 5 and you have captured most peoples lives. Super chill vibes.

I couldn’t figure out how to chop wood. The axe bobs, the tree bobs, there is no sound other than the birds, and my failed swing. The cursor doesn’t change no matter where I aim it. Where is the rhythm I am to follow? Now I hear a periodic ping like a failed swing, but I’ve still no indication of what time in that long period I am supposed to chop at. Trial and error yields only error.

Bonus points for it not glitching on my HD630. I see my CPU was at 100% so maybe not that well optimised and could explain the bug.

I want to enjoy the graphics more, but they weren’t optimised enough it appears. I can enjoy the sound. I’m impressed to hear it is stutter-free.

I am not MicroSlop, my 7th gen is legit.

Good shout, forgot about QWERTZ. I usually just use my mouse, hovering over the straighten icon.

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It’s just luck at this point. I’ve deduced where there cannot be a mine but the positions of the remaining two uncovered tiles are unknowable, as shown in the second screen.

That said, it’s Roblox inspired Godot, so of course I went back to have an enjoyable experience.

Some stiff competition here

https://itch.io/jam/christian-game-jam1