@sw3d

60 reviews

6.0
ProutoPulsion Demo
6.0
@sw3dSep 23, 2026· 2m played
Playability 6 of 10Aesthetics 6 of 10Originality 6 of 10

Fly, fart, fun!

This is a great concept, lovely flatulent SFX, a jolly background song, just four dudes farting on each other. Love the rainbow / paint vibe. The gameplay seems to be dynamic, I was somewhat confused as I fell through the floor or flew through the ceiling. Very chaotic, would be fun with friends. I wish the default keys where Shift and Space instead of Ctrl and Alt, I'm not as used to those.

5.3
Assasin Clicker by Fraetor
5.3
@sw3dSep 22, 2026· 1m played
Playability 5 of 10Aesthetics 5 of 10Originality 6 of 10

Incremental that made me wanna spam click

This was fun and I'm really not into incrementals -- but the sound of the sword and the visual are really satisfying! However, there's a lot to be desired from everything else: the enemies are bland and appear out of nowhere when you click (maybe you could show a backgorund with souls when you enter the shadow realm upon clicking with the sword). The sword not swinging is a missed opportunity, it just kind of orients itself towards your cursor. The shadow assassin isn't visible and their kills have no SFX. Poison isn't visibly doing anything.

This is a nice concept for an incremental, if you can bring up the visuals and more SFX (the slice is perfect but there could be some variety), maybe add BGM, this would really slap.

6.7
hide @$©!!
6.7
@sw3dSep 22, 2026· 2m played
Playability 6 of 10Aesthetics 7 of 10Originality 7 of 10

Favorite game I've tried today. Super simple concept -- find characters floating around on the screen. The SFX, visuals, transitions, background music all fit extremely well for this game. My one gripe with the transitions is that they're a tad slow at times when you have to sit through a few of them back to back as in campaign. I did a few rounds of single player, the "countries" as worlds is interesting though I wonder if there is more to it (e.g. is Japan there and would I find characters in Japanese?). The daily was really easy but I got lucky, the "I" was right at my mouse. Maybe that's a secret hook to get me to like the game? :)

I feel there is a lot of potential here, it is visually catchy, has a social element but works as a single player game. I would focus on core game loop - make it as fun as possible, it feels somewhat dry (unless I missed something from deeper in the game, if so let me know)

4.7
MAKI PASS
4.7
@sw3dSep 22, 2026· 1m played
Playability 5 of 10Aesthetics 6 of 10Originality 3 of 10

Sushi with friends?

The game works well, the "hand" is well-animated, you can reorder the cards, they look very natural. The card flipping over animation could be improved, I'd recommend one at a time and fix the perspective on it. No SFX/BGM but I'm sure that's something you'll look to add later. The game over screen is bland / could use more animation / transition, same with round transitions. Clean UI though, singleplayer (practice) and multiplayer (premade lobbies) both in there. I didn't test multiplayer, but I went through a quick practice game. I'm going to give it a low score on originality because I think the concept is almost exactly Sushi Go (if I'm not mistaken, let me know if I missed something), but that doesn't mean its not worth building around.

6.3
Page Rage
6.3
@sw3dSep 22, 2026· 1m played
Playability 6 of 10Aesthetics 6 of 10Originality 7 of 10

Page against the machine!

I loved this, what a funny concept! BGM and VFX/SFX are super fun, zooming around absolutely obliterating blocks with both primary and secondary weapons, a few to choose from as well. I remember something like this back in the early 2000s on Windows 2K where you could put bugs on your screen and squash them (I'm old sorry) but this is way more satisfying. I didn't try the chrome extension, just the demo, but I imagine it should work more or less the same. Could you possibly support image upload to create a "page" or play over desktop?

Overall really fun idea

6.0
The Ink Line
6.0
@sw3dSep 22, 2026
Playability 5 of 10Aesthetics 6 of 10Originality 7 of 10

Draw your own path!

Great game, I got Line Rider vibes. So simple it doesn't need a tutorial and drops you right into the gameplay, I love that. The art and SFX/VFX are reminiscent of good ol' fashioned pen-on-paper. Inky could be cuter, the death scene could be better, movement/physics could be better (somewhat unclear why Inky sometimes accelerates sometimes stays steady). Gameplay starts off easy but there's a challenging part that blocked me from reaching the first ink blot several times. I eventually gave up there though I tried to clear it in a few different ways. Seeing your old ink paths is a nice touch, as is the "running out of ink" effect, though the VFX/SFX on that leaves something to be desired. Lack of BGM is a missed opportunity.

Keep cooking, this is solid and has potential!

4.7
CHROMAVORE
4.7
@sw3dSep 22, 2026
Playability 5 of 10Aesthetics 3 of 10Originality 6 of 10

PacMan gets an upgrade

At first I thought hey... this is PacMan. Then I found the dash and it made me realize that its what PacMan has been missing this whole time. It is extremely satisfying to dash through groups of ghosts, the VFX for it is nice. SFX is decent, BGM is lacking, visuals overall near some work, death animation isn't there at all, UI looks fuzzy and the gameplay could certainly use more depth. But you've found a neat way to remix a classic :)

4.7
How High-T Does Your Voice Sound?
4.7
@sw3dSep 21, 2026
Playability 4 of 10Aesthetics 4 of 10Originality 6 of 10

I think this is a fun take on a social game, the concept is there. However, for me execution on gameplay and vibe/aesthetic are both lacking. It took many tries before the system would recognize my voice. When it finally worked, I got a score - but there's not much feedback other than that about how my score was callibrated, what my waveform looks like, nothing visual or engaging aside from a number and a share button. I also noticed that if I spoke slowly it signfiicantly increased my score, among other tricks so I'm not sure I buy that the algorithm for scoring me is very reliable. That would be OK if there were more fun elements. And with the challenge, the results should be more prominent when you find out who won, its barely noticeable. Would be cool to be able to play back your challenger's voice clip as well, or see the waveform or something visual.

Keep cooking on this one and I can see it going viral!

5.7
War of Fantasia
5.7
@sw3dSep 21, 2026
Playability 5 of 10Aesthetics 6 of 10Originality 6 of 10

The intro gave me major WC3 vibes so that came through, units felt like WC2 quality, wish they were more distinctive looking. The "king" area is kind of confusing visually because you've got the staircase and then the king is on top of it. King not really being interactive feels like a missed opportunity... he's the king after all! The cards in the right panels had tooltips which obscure the card itself, repositioning it could make it easier to take in what the cards mean. The SFX and BGM are pretty good and take me back to Warcraft days. Tutorial is helpful but feels somewhat dry. The mechanics feel original for this genre (not really my favorite) though the aesthetic is clearly borrowering, however play is uninspiring. This has potential, I would focus on making the gameplay feel more fun and immersive; king animations could go a long way

4.7
Voidborne Tactics
4.7
@sw3dSep 21, 2026
Playability 4 of 10Aesthetics 5 of 10Originality 5 of 10

Turn-based combat in space, I can see there is a lot of potential for strategy but also appreciate that you added the "auto-battle" option so I can get into it quickly. The tutorial was a bit odd, I think it cut off halfway through when I was adding attachments to my hull. BGM wasn't bad but not particularly memorable. The character art and backgrounds look nice and I appreciate the larger text in the dialog sequences and UI. VFX/SFX are decent during the battle scenes, I wish the explosions had more "oomf" to them. The gameplay felt somewhat lackluster unfortunately. I cleared one wave but wasn't feeling a second.

4.3
MACHINE WARFARE
4.3
@sw3dSep 21, 2026· 4m played
Playability 4 of 10Aesthetics 4 of 10Originality 5 of 10

This reminded me old school Civilization and I like the different bot sprites. The attack animation is nice, but I wish there was one for movement - instead my units instantly teleport to where I click. The gameplay seems straightforward although a few points of confusion remain the "dash" (what does it do?) and the base capturing mechanics (is it intentional that my base can't be accessed while an enemy is there on top of it?) BGM isn't bad but gets repetitive quickly. VFX/SFX could be better and the gameplay loop could be more engaging. I'm not really drawn into the battles right now, but I can see it potentially becoming more epic, maybe as we unlock larger maps, more units, multiplayer? Needs something else

3.7
Dig
3.7
@sw3dSep 21, 2026· 3m played
Playability 3 of 10Aesthetics 3 of 10Originality 5 of 10

This one was tough to play for several reasons. Enemies would one-shot me from pretty far away, it seems I could either run away or stun them with my chain hook periodically? I couldn't figure out where the ore was (thought it was those diamond looking cells but sometimes I didnt get anything from them sometimes I did?), couldn't figure out how to bank ore, wasn't sure how to kill or deal with the enemies. Eventually I found that I was able to outrun a swarm of enemies by digging DOWN instead of trying to run away, collected a bunch of ore, returned to the surface... and still died ending up with 0 ore T_T

BGM was kind of unsettling, which is maybe the point but I didn't love it. Enemy graphics, VFX, SFX, dirt cells, digging animation, dying animation could all use work.

The concept itself is something I've seen before though not exactly like this; I feel there is potential "deep down" (pun intended) but I couldn't make it there because of the ore banking block unfortunately

5.3
Gembound Arena
5.3
@sw3dSep 21, 2026· 6m played
Playability 5 of 10Aesthetics 5 of 10Originality 6 of 10

A gem swapper with a multiplayer battle twist!

I tried a casual 1v1 and then a 2v2. I think I was matched against bots based on the names, not entirely sure. The 1v1 was in queue for about 30 seconds so maybe it was a real human? During the 1v1 I was mostly focused on finding my combos and didn't really take in what the opponent was doing or realize that I can use attacks against them! In the 2v2 I tried some. Overall it is fun to play, but I'm not sure if I personally got the value of multiplayer; I was so focused on my own board, trying to match combos while things were shifting due to my opponents actions that I didn't really have that much time to glance over at them. Its only at the end when the battle was over and we dealt the "final blow" that I kind of remembered it was supposed to be PvP. Maybe you can add some more downtime in the middle of the game to give me chance to react? e.g. when a player uses a powerful move, all other players have to stop and watch them as they complete combos that do lots of damage. As it is, it plays almost exactly like a single-player gem swap. In terms of the aesthetic, the trailer/intro scene and game art is pretty good, VFX/SFX during the gem game could be more satisfying. BGM didn't really draw me in. UI outside of the game didn't feel as polished as it could be.

Overall I think the idea has potential, just needs work on some of the details to get to the next level.

5.0
Orion Void
5.0
@sw3dSep 21, 2026· 4m played
Playability 5 of 10Aesthetics 6 of 10Originality 4 of 10

Love the intro page, that gold is really shiny looking. In the game, visuals are nice, especially the cards and the backgrounds, they really pop! However, BGM, VFX, SFX, while present, all feel rather bland. The text in the UI is really small, it is hard to read for me at least, don't love the choice of font. In terms of originality, I'm not seeing anything super interesting beyond what Balatro has done for this niche especially in the gameplay.

6.7
Batcula
6.7
@sw3dSep 20, 2026
Playability 7 of 10Aesthetics 6 of 10Originality 7 of 10

This bat sucks, but the game doesn't

Beautiful BGM and cover art. It might be AI generated (author claims that this was mostly built by Astra) but it hits. Inside the game - its not quite as nice, I think human art could really go a long way to lift some of these visuals. It was hard for me to distinguish between foreground and background initially, which made me hit obstacles more than I felt I should. But the core mechanic of sucking your enemies? Its. so. good. Love how its different based on who you suck - if you get the drunk? You're drunk! Hah! I wish there was more dynamic to the suck -- its basically just volume at this point. Maybe sometimes you have to suck, then stop, then start again? or hold-to-suck in combination with short sucks? SFX could be improved and text UIs in the game are somewhat lazily designed as well, compared to the intro screen. I'm not sure if the gameplay has something more like a boss. I think multiplayer could go hard here, even versus mode. BGM gets a little tired in game - I love it on intro menu but I want something more punchy when I'm sucking, you know? Anyway, love it - keep going and post your updates, I would like to see this go further.

5.0
Spellcaster Survivors
5.0
@sw3dSep 20, 2026· 3m played
Playability 5 of 10Aesthetics 5 of 10Originality 5 of 10

I wanted to really like this one when I saw the pre-intro and intro screens and heard the BGM. Really pulled me into the vibe, character select was good too, the characters are interesting though somewhat one-dimensional in appearance (I get that they're all supposed to be wizards but still...) -- it made me want to come back and pick a different class to see what might change. When the gameplay started though, I was somewhat disappointed; BGM changed and became too jarring, SFX didn't feel great. VFX weren't super strong either. The character model and enemies are decent, background decent as well but not that memorable. When I died, there was no death scene, just an immediate cut to the menu. Powerup scenes in between rounds were interesting, a lot of stats to look at and some cool powerups though the art was somewhat lacking. Overall I feel like the potential is there if the game is polished to match the quality of the intro.

4.3
The Idle-Antithesis
4.3
@sw3dSep 20, 2026· 4m played
Playability 5 of 10Aesthetics 3 of 10Originality 5 of 10

I like the idea of embedding multiple games into one to keep the player's interest rising, and the idle/anti-idle split is a nice take. Unfortunately, the whole is only as good as the sum of the parts here; the mini-games lack depth and visuals to keep me engaged. There doesn't seem to be any BGM or SFX which is a missed opportunity. With a lot of focus on design/aesthetic and maybe storyline, this could be much better

4.7
TinyBots
4.7
@sw3dSep 20, 2026
Playability 6 of 10Aesthetics 4 of 10Originality 4 of 10

I can see the multiplayer potential. The music, shooting and movement felt pretty satisfying. Saving people could be a good hook but it feels very raw right now so I don't think its adding much to the gameplay. Vfx, sfx all need work..but it kept me playing for multiple levels

5.7
Shwist
5.7
@sw3dSep 20, 2026
Playability 4 of 10Aesthetics 7 of 10Originality 6 of 10

I saw this the other week and failed for a solid 10 minutes to do the puzzle of the day and gave up. Since then I think you've added the tutorial which is helpful! The images are nice and the gameplay is simple to explain but very hard to master. Sadly, for me I don't find it too fun; I find myself getting frustrated more than satisfied for getting the solution.

7.0
rock[et]
7.0
@sw3dSep 20, 2026· 6m played
Playability 6 of 10Aesthetics 8 of 10Originality 7 of 10

Lovely incremental game! Clicking everything is very satisfying - not just the asteroids during the game phase, but the UI elements, the dialog menus, the cute little mole. The SFX are top-notch, would love to learn more about your workflow there. Background music is pleasant and gives the game a cozy vibe. Dialog is funny and original. Pixel art is crisp and fits the overall vibe. Aesthetically it is a beautiful game. The downside: gameplay got boring for me fairly quickly. Compared to the action in the trailer, I was nowhere near that level of dopamine in the first few rounds. It makes sense as something you have to build towards, but I wish it ramped up more quickly. I was excited to unlock my first skill tree upgrade (explosion) but it was really underwhelming in play. I do think there's potential for more exciting gameplay down the line. The "wine bar" looks interesting, seems like another way to unlock some powerups with downsides. The wheel spin was somewhat disappointing (sfx/vfx didn't pop here as it does elsewhere in the game). But overall, I can definitely feel the love and attention that went into the game.

6.0
DoodleFin
6.0
@sw3dSep 20, 2026· 1m played
Playability 6 of 10Aesthetics 6 of 10Originality 6 of 10

I was looking forward to it from the pregame banner, drew a naice fish and then sadly got stuck on this screen -- never saw the render and was not able to add to the aquarium. When I tried to "start again" the tab froze. I refreshed and tried again with a much simpler drawing and it still didn't work

EDIT: after fix, 6 for playability; it works, its cool to see, but not much keeping me there long-term. If you could do more with the fish body (e.g. parse out tail from head/eye to animate each pieces separately) or add other elements to it (more on the decoration side, some racing element or other interaction of the fish) I think that could boost it to 7+

5.0
Goodball
5.0
@sw3dSep 20, 2026· 0m played
Playability 5 of 10Aesthetics 5 of 10Originality 5 of 10

Test from HUD

6.0
Rope Ninja
6.0
@sw3dSep 20, 2026
Playability 5 of 10Aesthetics 7 of 10Originality 6 of 10

I love this intro page -- really well designed. If you don't mind me asking, what was your workflow / process here? BGM is solid again, completely different from Jellies but just as effective, builds tension. And also lacking in SFX :) I tried practice and then versus mode, not sure if I ended up getting matched against a human or bot -- but the gameplay was unfortunately not that exciting for me. I can see the potential, but its challenging to maneuver around (understandable) and I really wish I could use mouse to aim and WASD to move. There didn't seem to be much interaction between players, it was more like a race but because I wasnt able to climb effectively, the other player smoked me pretty quickly and I never really saw them as I struggled near the bottom of the map. Ingame the aesthetic was ok but it didnt quite live up to the impact of the intro screen.

8.0
FrogPop
8.0
@sw3dSep 19, 2026
Playability 9 of 10Aesthetics 8 of 10Originality 7 of 10

🐐

This one is amazing man. Please share some of your workflow here, in particular I really loved the SFX but everything about this is solid. Gameplay is fun and addicting, had to come back for several replays. The reward SFX (coin sound) and the tongue sound are both really satisfying in particular. I also like the vertical inversion, normally you'd be jumping up in a platformer but here you are staying level and grabbing out of the air, appropriate for a frog. Combos are very satisfying to pull off but challenging. BGM is pleasant.

5.0
Eurasia Hauler
5.0
@sw3dSep 19, 2026· 4m played
Playability 5 of 10Aesthetics 4 of 10Originality 6 of 10

The guide helped immensely to make this more playable, I was actually able to unlock several regions and multiple trucks. The flow makes sense now! VFX/visuals could use more juice though. I wonder if there is an opportunity to add a mini-game or a visual cutscene as your truck is driving a long distance; you can click 8x to speed it up, but I thought hey - it might be nice to see the scenery that the truck is driving through as it is moving. Something like that could add to the immersion, so you're not always sitting in the bird's eye view.

7.0
Extract Survivors
7.0
@sw3dSep 19, 2026
Playability 8 of 10Aesthetics 8 of 10Originality 5 of 10

WOW loved this one. Giving major Diablo vibes. The liquid glass effect for the logo and in the game? SO nice, would love to hear your workflow on that. The game itself feels good, its got the roguelike loop, the upgrade sfx/vfx are really nice, background music fits well, lighting looks great, environment looks great, dashing sounds and feels good. Enemies are a bit bland as well as the player attacks and enemy hit vfx. The main character probably ends up looking like the hooded angel from diablo but honestly the wings do a lot of work... if you cna get the wings to have that awesome flowing effect ingame??? I would absolutely buy the game. Multiplayer on this engine/aesthetic could be banging. Some innovations on the core roguelike look could also make this feel more original; not a bad thing to do the basics well but it could push it above and beyond if the loop was more unique. Nice work on this man.

5.7
Elementors
5.7
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 6 of 10Originality 6 of 10

This one had a nice aesthetic, I like the sfx on hover, small details like that showed a lot of polish, the visuals on the characters were cool, looked original. The gameplay itself was a little confusing and the action sequences felt repetitive to me, wish I could either do something during the battle or it was visually more compelling there. The merging was also confusing, I kept trying to put two ants together and it somehow worked once and then not again... the element evolution was cooler for some characters than others

5.7
Infinite Fantasy
5.7
@sw3dSep 19, 2026
Playability 6 of 10Aesthetics 6 of 10Originality 5 of 10

This is a nice playable RPG, the dashing and fighting feels good! Roaming around the map, there are interesting places to go. I did want to go into some tower that looked like a fun dungeon but couldn't get in and it wasnt clear why. I didnt get into the stats system so much but I did notice that my class dragonkin had what seems like a unique attribute with "rage" (I guess?) and that added a layer. The vibe is nice for a retro game, I think it could be spruced up a bit though but overall nice game

4.3
Hearts Extreme
4.3
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 4 of 10Originality 4 of 10

I like card games, this one felt like a clean recreation of Hearts.. I could see where it was going with some of the modifications but overall same idea I remember from the Windows version. The card animations are nice (e.g. the trick going to the winning player), I wish I could drag to place the card, I think that would be more immersive, clicking it is ok and it could animate from my hand for an extra effective even with the click (or a nice satisfying throw where the card spins while in the air)

The vfx/sfx could be improved, but really I'd want to see the "extreme" part up-front a little bit sooner, otherwise its just "hearts remade"

4.0
Tabled
4.0
@sw3dSep 19, 2026
Playability 4 of 10Aesthetics 4 of 10Originality 4 of 10

I tried out a solo session and joined your public session. Not the biggest fan of text RPGs but I gave it a try. It didnt feel like what I said "in my own words" affected the outcome that much, and even if its text I appreciate the imagery and wish there was more to set the mood, SFX/BGM could go a long way here. I like that you could scroll up to see the history of it, like a chat. It works for this kind of game

5.7
Chrono Pendulum
5.7
@sw3dSep 19, 2026
Playability 7 of 10Aesthetics 5 of 10Originality 5 of 10

I think you really cooked with pendulum . This is an example everyone here should look at for simplicity vs reward; the game is dead simple, one control, click on time to a swinging pendulum. But its damn satisfying!! Love that you put in good vs great (its hard to nail the greats but extra dopamine with the vfx/sfx which are very effective). No BGM is a missed opportunity here - its a pendulum after all! Maybe a song that gets faster and faster as the pendulum does. Would be fire! Better graphics + make the room light up when youve got a higher combo

3.7
n38worth
3.7
@sw3dSep 19, 2026
Playability 3 of 10Aesthetics 3 of 10Originality 5 of 10

Concept was intriguing but execution feels like this is not really a game yet, there are some pleasing sfx/vfx I noticed but I don't really get what I need to do once I'm in the game, the graphics aren't there and I don't like that I have to scroll around on every page. Could really use a tutorial to get players into it

4.7
Advanced Kasbah Builder
4.7
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 4 of 10Originality 5 of 10

Interesting idea I haven't seen sim tower but I get where it is going; with a tutorial and vfx/sfx/graphics improvements I think it could be interesting but there's not enough for me to really get into yet

4.0
NetAgents Survivors
4.0
@sw3dSep 19, 2026
Playability 4 of 10Aesthetics 4 of 10Originality 4 of 10

NetAgents

Not bad but not amazing either; UI is a bit clunky and has banner ads and the graphics/sfx/vfx leave a lot to be desired but youve got the roguelite loop working, killing enemies is pretty satisfying and dodging the laser, I can see how it would get more interesting later but really, it feels so similar to a lot of other roguelites

3.3
Whiteout: Frozen Odyssey
3.3
@sw3dSep 19, 2026
Playability 3 of 10Aesthetics 3 of 10Originality 4 of 10

Hey, I think one needs more work; couldn't really get into it, I was able to start a solo game and move around although it took a second to figure out how to do that; when I landed on certain squared and uncovered things, it wasnt clear what was actually happening. No BGM/SFX/VFX, not sure what the story is. I like board games, I'd give this a try later but think it is undercooked at the moment

5.0
Gapgeon Venganza
5.0
@sw3dSep 19, 2026
Playability 4 of 10Aesthetics 6 of 10Originality 5 of 10

I like the aesthetics a lot, the intro screen looks beautiful as well as the death screen, fights are more satisfying than I'd have thought, really interesting BGM and nice SFX/VFX for the action given how simple it is, its pretty effective. I unforunately don't speak Spanish so well, wish there was an option for English (maybe I missed it) but I tried a few battles. If there were something connecting it all together and better character/enemy graphics + more dynamic fight animations I think this could be good

4.0
Rusty Restoration
4.0
@sw3dSep 19, 2026
Playability 3 of 10Aesthetics 4 of 10Originality 5 of 10

Interesting concept, I'd like to see the drag racing part but can't seem to get past the restoration.. don't have enough money upfront, I had to watch a "placeholder ad" (lol) and the UI feels more like a form/app than a game at his point. Meta note I dont think you should push the ads/in-game payments so soon, focus on the core gameplay; for me, I got frustrated that I wasn't really able to race after spending some time in configuring the restoration and that part could also be more visual. BGM is ok but gets a little repetitive IMO

5.3
Maze Warden
5.3
@sw3dSep 19, 2026
Playability 6 of 10Aesthetics 4 of 10Originality 6 of 10

I like TDs played em for a while. I've said it before in a few other comments, there are many ways to handle the tower placement aspect, you went with more traditional where you place everything BUT nice twist of letting you shape the enemies path yourself with walls and towers! I haven't actually seen that before. Sound is ok, sfx/vfx/visuals I think you know need some juice e.g. killing the enemies doesn't feel that satisfying rihgt now. Tutorial and nice and fast, dropped me in quickly while showing me the ropes so I could play on my own within a minute which Im grateful for

I think it has potential

5.3
Artaban
5.3
@sw3dSep 19, 2026
Playability 6 of 10Aesthetics 4 of 10Originality 6 of 10

I like the idea here! Its super simple to learn yet hard to master, has that tiny-bit-of-physics in a familiar yet underrated niche of.. ball swinging? :D the vfx/sfx could use a lot of juice, the tournament aspect seems good to bring in players... keep cooking on this one! It could be fun. I would love to see a realtime multiplayer version, more chaotic with everybody trying to get the pin at the same time

4.3
Type Hunters
4.3
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 3 of 10Originality 5 of 10

TypeHunters

The concept of typing different things for different attacks is a really smart hook, because as a player you want to type out those cooler attacks instead of "uppercut" you want "awesome badass powerfist", so it pushes you to go for the challenging ones. The gameplay / logic seems clean, attack and defense phases work as I'm expecting. But the visuals really need some juice, even if I end up typing all that for the powerfist, Im still seeing the same basic body-slam animation every time. SFX/BGM isn't there either. But it would push on this concept, this can be fun as multiplayer and is cool as a learning tool!

HuntProtocol

I had trouble with this one, in the tutorial Im trying to drag the card into the deck as instructed, but the drag isnt working. Im on Windows desktop using Chrome. The art looks decent but can't play as it is

5.3
Nebula Station
5.3
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 6 of 10Originality 5 of 10

He lets get back to it!

I like the vibe. Robot and coffee / cockpit area is very cute. Music seems nice on intro but maybe a bit too cozy for the gameplay? The gameplay is decent but could be more immersive: better vfx (crashing, powerup grabs) and sfx, graphics for the powerups. I've definitely seen the game concept before so there could be an improvement in adding some new and unique elements.

4.7
Rogue Wave
4.7
@sw3dSep 19, 2026
Playability 4 of 10Aesthetics 4 of 10Originality 6 of 10

I like rhythm games, used to play Osu. This has some interesting elements to it, you are playign the rhythm game while attacking the waves of enemies coming out, having to synchronize between the colors as well. Its honestly kind of overwhelming even after the tutorial, which would be OK if the visuals/sfx/music was better, with a rhythm game you've gotta love the music and that wasn't there for me. But I think the concept could work

4.3
em
4.3
@sw3dSep 19, 2026
Playability 4 of 10Aesthetics 4 of 10Originality 5 of 10

I gave this a try, created a bunch of roads, spawned some new buildings and saw cars driving around, picked up money. It was hard to understand what was going on; even aside from the tutorial, the game itself wasn't giving me a lot of hints and it made me lose interest. Story or visuals/VFX would go a really long way there I think

6.3
Orion
6.3
@sw3dSep 19, 2026
Playability 7 of 10Aesthetics 6 of 10Originality 6 of 10

Love space games so I'm biased (https://spaceships.gg 🚀 ) but the gameplay and aesthetic feel really nice here! Gives me Geometry Wars vibes, the movement is smooth, SFX is very satisfying, the daily-puzzle aspect is interesting as well. I'll definitely play this daily! VFX/visuals are good as they are, maybe could use slight improvement there esp on enemies. Please check out my game as well if you're into space 🙏

3.0
Escalated Mayhem
3.0
@sw3dSep 19, 2026
Playability 3 of 10Aesthetics 2 of 10Originality 4 of 10

This felt really glitchy, enemy was suddenly rotated 90 degrees. not much there in terms of the art, SFX, VFX, story, action. I get the concept with the elevators but this needs more time in the oven

6.0
RagRat
6.0
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 6 of 10Originality 7 of 10

This is really original and has a cool vibe, I love the idea of dragging the rat around, the squishiness, the sounds. But the controls don't feel intuitive during the surfing part and sometimes I go backwards? Not sure if Im doing something wrong or there are some glitches, as the physics is very questionable though that is part of the charm

5.0
Dinky Ink
5.0
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 4 of 10Originality 6 of 10

I like the chaotic vibe and top-down roam-around-exploding-stuff, reminds me of my own game https://spaceships.gg

I am a little confused about the interaction between the walls, the chicks, the blue bot.. its a lot to take in. Has some unique elements, the explosions feel really nice, but a lot of the VFX/graphics could be leveled up.

4.7
Neon Echoes: The Hollow Shell
4.7
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 5 of 10Originality 4 of 10

I really like the roll animation in between your decisions, it brings you into that D&D experience. Not my favorite genre but I went into it, the art/story seem decent but somewhat generic, there may be a lot of different branches to explore based on your alignment

5.0
Fallmatch
5.0
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 4 of 10Originality 6 of 10

I dig it, simple enough to explain quickly, gets more complicated later on. Could definitely use more juice in terms of visuals, vfx, sfx. But the concept is nice

4.3
Impact Line
4.3
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 4 of 10Originality 4 of 10

Core concept is simple and fun, BGM fits, UI is slick but the sprites and VFX could really be improved to take this to the next level

5.3
Boots & Bullets
5.3
@sw3dSep 19, 2026
Playability 6 of 10Aesthetics 5 of 10Originality 5 of 10

Boots and bullets

I'm not familiar with cannon fodder but I like the core loop here - click around RTS-style and then shoot em up. I killed quite a few waves of bad blue guys, kills are satisfying. Long live the glorious green master race. Vfx/sfx were pretty good. I ended up dying early because I was YOLOing too hard when the difficulty ramped up

5.3
Dborta1
5.3
@sw3dSep 19, 2026
Playability 4 of 10Aesthetics 6 of 10Originality 6 of 10

Monolith

I liked this more than I expected, it seemed like a simple concept but it is quite relaxing to fly through the city, there are lots of knobs you can turn and the city is quite detailed. I dont know if there's much replay value yet, it's really more of a passive sim then a game

5.3
Spirefall
5.3
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 6 of 10Originality 5 of 10

I don't really like this genre tbh, but the execution on your take seems to have some extra polish. I love the vfx on the cards, bgm is nice, art is pretty good. Gameplay seems decent so far

5.3
Cavernum
5.3
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 5 of 10Originality 6 of 10

I liked it, very satisfying animation when you get a match, clearing the board over time, getting through those blockers made it more interesting than most pairing games, but still feels like its lacking something. Wish there were more combos, bgm is soothing but overall sfx/vfx are also lackluster

6.7
Kill The Fish
6.7
@sw3dSep 19, 2026
Playability 6 of 10Aesthetics 8 of 10Originality 6 of 10

This is a fun idea, I played a round with my daughter. The design is really beautiful, it's clear that you're an artist and you value crisp lines and that clean aesthetic. I'm not sure how I feel on playability because I feel like you can take this in so many different directions, it's more about drawing and your imagination and not as much of a game in the sense that the drawings are static

6.3
Freehand
6.3
@sw3dSep 19, 2026
Playability 6 of 10Aesthetics 6 of 10Originality 7 of 10

I really like the idea here. Nice and simple, consistent theme, clean stats after each game. Great execution on a concept I haven't really seen.

6.7
Dunthera
6.7
@sw3dSep 19, 2026
Playability 7 of 10Aesthetics 7 of 10Originality 6 of 10

This was fun! Love the visuals, off the bat the floating on-fire angel guy is very cool, I like that balance you've struck between overcomplex tower management where you can place towers anywhere vs just one tower; you can choose where to place the towers and specialize them instantly. The game felt like a reasonable difficulty that snuck up on me; at first it was fairly easy, but then I realized I wasnt scaling quickly enough and got overwhelmed about wave 5. All in all a solid game

4.0
Deckcaster
4.0
@sw3dSep 19, 2026
Playability 4 of 10Aesthetics 4 of 10Originality 4 of 10

The presentation of the first deck was a nice touch - it made me really focus on the cards I got, and the rare card reveal extras made the rares feel a bit more special. But core gameplay felt lacking/awkward to me. It wasnt clear that I had to end my turn and why I couldn't play multiple cards at once and the UI/UX felt too busy, a lot of it feels kind of generic to me

5.3
MCS 16
5.3
@sw3dSep 19, 2026
Playability 5 of 10Aesthetics 5 of 10Originality 6 of 10

I like the vibe, kind of ironic to me as a long-time programmer to be playing a game teaching assembly when the wrapper of the wrapper of assembly just got phased out by LLMs XD

It seems cool as a teaching tool but wish there was more fun/visual aspects to it. Maybe I didnt get far in enough to see that

5.0
Chinese Two-Player Mahjong
5.0
@sw3dSep 19, 2026
Playability 6 of 10Aesthetics 5 of 10Originality 4 of 10

Its a very clean UX, makes it easy to play -- but not very easy to understand HOW to play as a new player without doing the tutorial, which is a bit dry / not visual enough (I would love to see the kong/pong during the tutorial so I can associate it with the game -- or perhaps have something come up during the game)

But I appreciate the clean design and love for the game. I think with some improvements to visuals and the addition of multiplayer this could be great