
u/Mooonstone98

Puzzle Challenge! ⭐ Can you find one path that connects every star?
I made this for myself, honestly — I needed something quiet to do before bed. You connect the stars, the constellation lights up, and it tells you the ancient myth behind it. That's it. Nothing yelling at you, nothing to lose. It's all hand-drawn first, then made digital (no AI). Slowly building it into a whole panoramic night sky you fill in over time. Happy to share where to find it if anyone wants it 🌌
Cozy Puzzle Challenge! ⭐ Day 02 - Can you find one constellation path that connects every star?
Ever wanted to command a samurai army instead of playing as one?
Most samurai games have you controlling a single warrior.
This one lets you command the entire army.
Recruit samurai, archers, and cavalry; build your defenses; cast spells; and survive wave after wave of demons. It has a roguelite campaign where every run unlocks new upgrades.
Puzzle Challenge! ⭐ Can you find one path that connects every star?
Calm constellation game for Cozy Nights and old myths - here's the trailer. 🌙
I made this mostly for myself at first - I wanted something quiet to play before bed, no timers, no score, nothing yelling at me. You connect the stars, the constellation lights up, and it tells you the ancient myth behind it. Over time you fill in a whole panoramic night sky.
It's all hand-drawn first, then made digital (no AI). This is my little passion project, and I'd genuinely love to hear what you think - good or brutal.
It's free and has ads, with a one-time option to remove them if you want. Not trying to hard-sell-just proud of it, and this felt like the right crowd. 🌌
Game Link - Constella: Cozy Star Puzzle
Made a calm little game where you trace constellations and unlock their old myths — no timers, no score 🌙
I made this for myself, honestly — I needed something quiet to do before bed. You connect the stars, the constellation lights up, and it tells you the ancient myth behind it. That's it. Nothing yelling at you, nothing to lose. It's all hand-drawn first, then made digital (no AI). Slowly building it into a whole panoramic night sky you fill in over time. Happy to share where to find it if anyone wants it 🌌
"Kiri - A fast-paced swipe-action runner (Fruit Ninja meets Demon Slayer!)"
Hi everyone! I've been working on a new web game called **Kiri**, and I'd love for you to try it out.
It’s a fast-paced swipe-action runner where you guide a sword-wielding hero through cursed bamboo forests, caves, water paths, and volcanic shrines. If you like the satisfying slicing mechanics of *Fruit Ninja* combined with the aesthetic, action, and a little bit of story similar to *Demon Slayer*, this game is for you!
**Gameplay Features:**
* **Swipe-Action Combat:** Slice through bamboo, yokai masks, ropes, spikes, and special targets to keep moving.
* **Build Combos:** Chain your slices together to rack up high scores.
* **Unlockables:** Collect coins during your runs to unlock new characters.
* **Survive:** Keep moving and slicing to survive the deadly ronin chasing you!
The game is still in early development, so I would really appreciate any feedback, thoughts, or suggestions you might have on things like adding power-ups or boosters. Thanks for playing!
I combined Demon Slayer-inspired action with Fruit Ninja-style slicing
Hi! I made Kiri: Slash Till Dawn, a free browser action game inspired by Demon Slayer and Fruit Ninja.
You slash through bamboo, yokai, traps, and special targets while building combos and trying to survive.
Play it here:
https://shershikari.itch.io/slay
I would appreciate feedback on:
- Do the slicing controls feel responsive?
- Is the difficulty fair?
- Are any obstacles confusing?
- Would you play another run?
Please share your score too!
[Prototype] Onigiri - an Ukiyo-e tower-defense auto-battler (browser). Looking for feedback on pacing & game feel
Hey everyone,
I've been building Onigiri (Shogun Tower Defense)- a tower-defense / auto-battler set in a hand-painted Japanese woodblock-print (Ukiyo-e) world. You raise an army from your barracks, hold the battle line against waves of demons, fight chapter bosses, and conquer a region map. Plays right in the browser, no install.
Playable Link: https://shershikari.itch.io/onigiri-demon
Heads up- this is an early prototype. Some of the current art is placeholder AI-generated stuff I'm using just to nail down the look and feel while I build out the actual gameplay. All of it will be replaced with proper original art as things mature. So please judge the *feel*, not the polish. :)
A few things I'd genuinely love feedback on:
- Wave pacing- does it feel too fast, too slow, or about right?
- Combat readability- can you tell what's happening on the battlefield, or is it too chaotic?
- The core loop- does deploying units → holding the line → upgrading feel satisfying enough to keep going?
- First-minute clarity- did you understand what to do without instructions?
Brutally honest takes are super welcome- it's a prototype, so this is exactly the stage where feedback shapes everything. Happy to play and give feedback on your projects in return.
thanks!
Sugar Spin - A roguelite tower defense where you don't place towers; you load a spinning wheel of candy
Longtime fan of the genre, taking a swing at my own: Sugar Spin. The twist on classic TD is that you don't place towers - you load an 8-slot spinning wheel with candy, and it fires whatever slot it lands on. Between waves you draft upgrade cards and tune your deck, roguelite-style.
Still mid-development, so the balance and meta-progression are very much a work in progress. If you play a lot of TD/roguelites, I'd really value your take on the moment-to-moment feel and whether the run structure has legs.
Free, runs in the browser.
https://shershikari.itch.io/sugar-spin-candy-defense
Sugar Spin - a roguelite tower defense where your turret is a spinning candy wheel, looking for feedback on the core loop
Hey all - I've been building Sugar Spin, a roguelite tower defense. The hook: instead of placing towers, your turret is an 8-slot spinning wheel that fires whatever candy lands in the active slot. You build a candy deck, survive enemy waves, and trigger a Sugar Rush when you chain hits.
It's still in development and playable in the browser (no download). I'm specifically trying to figure out:
- Does the spin-to-fire loop actually feel good, or just random?
- Is the early difficulty curve too easy / too punishing?
- What's the first thing that bored you or made you bounce?
Totally free, brutally honest feedback very welcome: