Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

HappySealGames

1,220
Posts
23
Topics
55
Followers
128
Following
A member registered Sep 14, 2024 · View creator page →

Creator of

Recent community posts

(2 edits)

Hello everyone!

The new ZAR update is now live! 🎲

Besides gameplay improvements, visual updates, and bug fixes, this update includes one of the biggest milestones in our development process: Sound Effects! 🔊

We have added the first major batch of SFX to ZAR. We will continue improving and expanding them in future updates, but even now the game feels much more satisfying and impactful thanks to the new feedback effects.

You can find the detailed devlog here

Try ZAR and share your feedback with us!

Your comments and suggestions are helping us shape the game during development.

If you have your own games, feel free to send them our way too. We would love to try them, leave feedback, and support other indie developers in the community! 🎮

Thank you for supporting ZAR! 🎲

Also if you still have issue can you share your Player.log file with me to investigate that problem ? If you run the .exe you can found that file in to " %USERPROFILE%\AppData\LocalLow\HappySealGame\ZAR\Player.log " this path. It can be really helpful, thanks a lot ! 

Hi, did you try the EXE version of the game or the web version? Also, did you encounter any error messages or anything unusual?

If you tried the EXE version and didn’t receive any error messages, could you share your PC specifications with me? It would help me investigate the issue.

I had the chance to try your game and I really enjoyed the overall atmosphere. The dark fantasy setting, mysterious world, and exploration-focused structure create a really interesting experience. The combination of RPG progression, boss fights, choices, and multiple paths gives the game a lot of potential.

The atmosphere is definitely one of the strongest parts of the game. The music fits the world very well and creates a strong mood during exploration and combat. The environments and visual style also help create that dark fantasy feeling. I liked the idea of having different paths to explore, discovering new areas, collecting items, and making choices that can lead to different outcomes.

The combat system also has some interesting ideas. The dice-based mechanics add a layer of uncertainty and decision-making, and overcoming difficult encounters feels rewarding when you understand the systems better.

There are some areas that could be improved. The biggest issue for me was the storytelling. The mysterious writing style fits the atmosphere, but sometimes the dialogue and descriptions felt too cryptic, making it difficult to understand the world and the meaning behind certain events. Making some parts clearer would help players become more connected to the story.

The combat and progression systems could also use more polish. Some mechanics, especially around the dice system, were not always easy to understand, and clearer feedback would make fights feel more satisfying. Some quality-of-life improvements, like clearer explanations of healing, resting, and progression, would also help the overall experience.

Overall, I think the game has a very interesting foundation. The atmosphere, music, dark fantasy style, and exploration elements create a memorable experience. With more polish on the writing, combat balance, and player guidance, I think the game can become much stronger.

---

We are also working on our own indie game called ZAR, a 3D dice-based roguelike where strategy meets luck. You can upgrade your dice, discover new augments and relics, create different builds, and experience a new run every time.

If you have some time, we would love to hear your thoughts and feedback:

https://happysealgames.itch.io/zar

Good luck with the development, and I hope to see how the game evolves in the future!

Thanks a lot !!

(1 edit)

Hello !I played your game and I really enjoyed the idea behind it. The combination of exploration, strategy, RPG elements, and the way you have to make decisions based on enemy levels creates a really interesting gameplay loop.

The thing I liked the most is the risk and reward system. The idea of looking at the surrounding enemies, deciding which fights you can take, and trying to build your stats step by step feels very engaging. The way the numbers around you give information and help you make decisions is a really creative mechanic.

I also liked how the progression works. Finding items, increasing stats, unlocking stronger abilities, and slowly becoming stronger creates a satisfying feeling. The moment where you start snowballing after getting good upgrades feels very rewarding.

There are some things that could be improved. The biggest issue I had was the balance between runs. Sometimes it feels like the early drops decide whether your run will succeed or fail. If you don't get enough damage early, it becomes very difficult to recover later. I also felt that some stats and abilities are much more valuable than others, especially damage compared to health or magic.

Some mechanics could also be explained more clearly. At certain points I was unsure why I lost damage after fights, how some abilities worked, or what exactly the win condition was. More explanations or better feedback would help players understand the systems faster.

Overall, I think the game has a very interesting and unique foundation. The idea of combining number-based exploration with RPG progression is really cool, and making decisions based on risk instead of just fighting everything creates a lot of potential. With more balance adjustments, clearer explanations, and some additional polish, I think this could become a very enjoyable experience.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

Thanks for the game, and good luck with the development!

(1 edit)

I played your game and I really enjoyed the experience. The gameplay loop is simple but very satisfying. The idea of managing your workers, upgrading your equipment, increasing your speed and damage, and slowly progressing through new areas creates a very addictive progression system.

The strongest part of the game is how satisfying the upgrades feel. Every purchase feels meaningful because you can immediately see the difference in your production speed and power. The feeling of growing from basic workers to stronger equipment gives a really nice sense of progression.

I also liked how responsive the game feels. The clicks register very well, the animations are nice, and I didn't encounter any bugs or glitches during my playthrough. The game has that simple but addictive feeling that makes you want to keep playing and see the next upgrade.

There are some small things that could be improved. Some upgrades and mechanics were not always clear at first, and I sometimes wasn't sure what certain options or items were doing. Adding a bit more explanation or tooltips for new mechanics could make the experience smoother for new players.

Overall, I think the game has a really fun and addictive gameplay loop. It is easy to understand but still gives you the motivation to keep upgrading and progressing. With some additional polish and more content, I think this could become a very enjoyable game.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

good luck with the development!

(1 edit)

Hi ! I played and I really enjoyed the overall experience. The concept of the game is very unique and interesting. A space game focused on exploration, resource gathering, building, and managing your ship is something I haven't played much before, and it has a lot of potential.

The strongest part of the game is definitely the atmosphere and the technical side. The space environment looks really impressive, and the physics, especially the gravity and orbital movement, make the game feel much more immersive. The planets, stars, and overall space feeling are really well done. The sound effects are also great and help create a strong space atmosphere. I was also surprised by how smooth the game runs, especially for a browser game.

I also liked the multiplayer aspect and how easy it was to join a session. The UI design itself looks clean and the different systems like mining, rigs, stations, resources, and customization create an interesting gameplay foundation.

However, the biggest issue I had was understanding what to do at the beginning. The game has many controls and systems, but the onboarding and tutorials are not enough for new players. I often found myself confused about objectives, how to collect resources, how to use certain options, and what different buttons actually do. A more guided introduction with step by step missions or better hints would make the first experience much smoother.

The UI also has a lot of information at once, which can feel overwhelming. Simplifying the interface or slowly introducing new mechanics over time would help players understand the game without feeling lost.

Overall, Kepler Gambit has a really unique concept and a very strong foundation. The graphics, physics, optimization, and atmosphere are already impressive. With better tutorials, clearer explanations, and a more beginner friendly onboarding experience, I think this game has a lot of potential.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

Good luck with the development!

(1 edit)

Hi  ! I played your game and I really enjoyed the overall idea behind the game. The combination of grid-based tactical combat, cards, positioning, and roguelike progression creates an interesting foundation. The focus on positioning and making strategic decisions during battles gives the game a lot of potential.

The thing I liked the most was the atmosphere and presentation. The music is really good and creates a strong mood, and I enjoyed the different environments and backgrounds. The pixel art style combined with different character designs gives the game its own identity. The card-based combat system also has some interesting ideas, especially with upgrades, relics, events, and different choices during a run.

There are some things that could be improved. The tutorial could explain some mechanics more clearly because I sometimes felt unsure about what certain cards, effects, and systems were supposed to do. The UI also needs some polish, especially in areas like the upgrade screen and card information. Having clearer descriptions for abilities, ranges, and effects would make the game easier to understand.

The biggest issue I had was with the combat pacing. In some fights, especially early on, there were moments where I was mostly waiting for enemies to get closer without having many meaningful decisions to make. Adding more enemy variety, more interesting positioning interactions, and more strategic choices could make these turns feel more engaging.

Overall, Project Loop has a really interesting foundation. The combination of tactical grid combat and roguelike progression has a lot of potential, and I especially enjoyed the atmosphere and music. With more polish, clearer tutorials, and deeper combat variety, I think this could become a very enjoyable tactical roguelike.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

Good luck with the development!

(1 edit)

I played the game  and I really enjoyed it. The idea of playing as a witch who uses a saxophone as a weapon is honestly a very unique and fun concept. It immediately caught my attention because it feels different from typical platformer games.

The thing I liked the most about the game is the atmosphere. The jazz theme, music, and saxophone mechanics fit together really well. The soundtrack is great and gives the game a really nice arcade feeling. The art style is simple but works well, and the overall vibe reminded me of old-school games while still feeling fresh.

The gameplay is also fun. Learning how to use the movement, build momentum, and climb higher with the wall mechanics creates a nice challenge. The ability cards are a cool addition as well, because they give you different options during a run and make the gameplay more interesting.

There are some things that could be improved. The biggest problem I had was with the menu and restart system. Some buttons did not work properly, and having to refresh the page after failing was a little frustrating. A proper pause menu and a restart option would make the experience much smoother. The movement also could use a little more polish to feel more responsive.

Overall, I think Jazz Witch has a really cool idea and a lot of potential. The saxophone mechanic is something I haven't seen before, and combined with the jazz atmosphere it creates a very memorable experience. I’m looking forward to seeing how the game improves with future updates.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

Good luck with the development!

I played Zombie Extermination Services and I really liked the idea behind the game. The concept of being a cleanup worker after a zombie apocalypse instead of just fighting zombies is really interesting and feels different from other zombie games. The gameplay loop of collecting bodies, cleaning areas, and completing contracts is simple but enjoyable.

The strongest part of the game is definitely the concept and the overall game feel. The physics, animations, and small details like the trash getting smaller while picking it up make the actions feel satisfying. I also enjoyed exploring the maps and checking different areas, as it gives the game a nice sense of discovery.

There are some things that could be improved. Sometimes the objectives are not very clear, especially when trying to find remaining loot boxes or trash. I also encountered a few small issues while exploring, like getting stuck in some places or reaching areas that felt outside the intended map. The health system could also use some adjustments, as the health bar does not seem to reset between missions.

Overall, I think Zombie Extermination Services has a really unique idea and a lot of potential. The foundation is already fun, and with more maps, upgrades, and additional polish, I can see this becoming a very enjoyable and memorable game.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

Thanks again for sharing your game, and keep up the great work!

Of course, feel free to send me next updates !! I`ll check that 

Hi! I tried your game. The desktop side of the game is really well done, and I also liked the idea of using recycling as a core mechanic. However, honestly, the game didn’t fully grab my attention.

You’ve built the economy system, added a map, and created different areas, which is great because the game doesn’t feel limited to a single place. You also added a story, but I think the game didn’t quite give me a strong enough reason for why I was doing these things or make me feel motivated to keep progressing. Of course, this is just my personal opinion. If I look at it purely from the perspective of game mechanics, it’s genuinely a good job! I wish you the best of luck with the development !

Thanks for a comment !


I wanted to try your game, but itch.io is currently showing a quarantine warning for the page, so I can't download it right now. I’ll gladly check it out once the quarantine is removed. Thanks for sharing! :D 

Hi ! I`ll check and rate your game as soon as possible, thanks advance !! 

Thank you so much for the feedback! We’re really happy that you enjoyed the game, and we’ll definitely take your comments into consideration.

I’ll check the dice physics. We’re aware that the camera zoom currently feels a bit unnecessary. The main reason we added it is that, in the future, we’re planning to visually display augments around/on the dice so players can inspect them more easily. That said, the system definitely still needs improvement, and the camera controls can feel a little frustrating at first.

The reason we currently use this throwing system is mainly because aiming is important for some relics and augments. We actually tried a more direct drag-and-release throwing system before, but unfortunately it made precise aiming much harder and throws often felt too random. Still, we’ll keep looking for ways to make the current system feel more intuitive.

Sound effects are taking us a little longer than expected, but we’re still actively working on them. Hopefully, we’ll have them added in the next version!

Thanks again for taking the time to play and share such detailed feedback. I’ll also try your game as soon as I can and share my thoughts with you!

Congrats !!

Thanks !!

(1 edit)

Hello, I had the chance to try your game. First of all, I have played a lot of games similar to Vampire Survivors, and I am a big fan of this genre. However, this genre has started to lose some of its impact in the market when it is not combined with new mechanics or something different. There is still a strong audience for these games, of course, but since players have experienced many similar games, a new title needs to offer something fresh to stand out.

If you are aiming for a specific market, I think this is something you should carefully consider: "What new thing can I bring to this genre?" Because while the game is enjoyable and well-made, in its current state I think it may be difficult to achieve strong market success without a unique hook or mechanic.

Regarding the game itself, I really liked the hit feedback and overall combat feel. The atmosphere and music are also very enjoyable. However, not being able to adjust the SFX and music levels separately was a negative experience for me. When I lowered the main music volume, the SFX became much louder in comparison, which created some audio confusion.

For the gameplay side, I think the UI could use some improvements. Even though the design is simple, the current layout does not feel very user-friendly.

Another issue is the lack of feedback when taking damage. Most of the time, I continued playing while assuming my health was still full, and then suddenly died. Later I realized that I had actually been taking damage for a while but had no clear indication of it.

The upgrade selection screen also contains too many effects, which makes it harder to read and understand the choices. In games like this, I usually make quick decisions based on the images and short descriptions. However, here the animations on the cards sometimes created expectations that did not match the actual skill.

For example, in one animation there was an X symbol, so I expected something that would attack diagonally from the character. Instead, it turned out to be a sword effect that attacks around the player. In another case, an effect looked like something that would fall from the sky and stay on the ground for a while, but it was actually a beam coming from the character toward the nearest enemy.

These visuals and animations could be reduced a bit to improve readability, and the visual language could be made clearer so players can immediately understand what each skill does.

Overall, I think it is a very good start. The core feel is enjoyable, and I wish you the best of luck with the development!


* One additional point regarding UI clarity: I also had some difficulty understanding certain systems, especially the shop system. I noticed the button in the bottom right corner during the run, but I was not sure how the system worked. When I tried to buy something, I could not clearly understand where my money was displayed, whether I was supposed to do it at that moment, or if I was actually able to purchase anything.

I think some additional visual feedback, clearer indicators, or a short explanation/tutorial could help players understand these systems more easily.

Thanks a lot !! We`ll add sfxs in next versions we still have a lot of work about that :D 

Thank you so much for your feedback!

Even though these might seem like small details, how players feel while playing is really important to us. We will definitely keep working on improving and changing these parts based on feedback like yours!

The reason the dice throwing system works this way is mainly because of aiming. Previously, we had a system where you could simply hold, drag, and release to throw the dice, but we noticed that it made it difficult to properly aim at relics and interact with objects in the scene. That’s why we changed it to the current system.

I haven’t played Tabletop Simulator before, but I’ll definitely take a look at how their throwing system works. Maybe there are some ideas we can adapt to make it feel more natural.

The cursor has a small idle animation where it slightly grows and shrinks, so that might be causing the tooltip to appear and disappear sometimes. I’ll look into that and see how we can improve it.

About the inventory zoom: the reason we added it is actually for a future system where dice augments will be displayed directly on the dice, making them easier to inspect and understand. Right now it might feel unnecessary, but it will have more purpose later. That being said, I agree that it needs to be more user-friendly, and we’ll improve this part in future updates.

Also, you don’t actually need to wait for the zoom out animation — when your mouse leaves the inventory area, it should immediately zoom back out. I’ll check if this behavior is working properly.

A speed-up option is also planned! Currently, the game automatically speeds things up after a certain amount of time, but I want to add a manual speed-up button as well in the future :D

Thanks again for taking the time to play and share such detailed feedback. It really helps us improve ZAR!

Hello everyone!

We would love to get your feedback on our game, ZAR.

    

Play the ZAR Alpha Demo right now!

ZAR is a physics-based 3D dice roguelike inspired by Balatro, where your goal is to achieve the highest score possible by creating different synergies with dice, relics, and augments during each run.

Since the game is still in the early demo stage, please keep in mind that there may be bugs, errors, and balance issues. The game is not yet balanced, so some mechanics may feel unpolished or unfair.

We are mainly looking for feedback on these areas:

  • What do you think about the gameplay loop?
  • How do you feel about the theme and overall style?
  • Are the mechanics easy to understand and enjoyable?
  • What do you think we could improve or change?

Your feedback and suggestions are extremely valuable for us during the development process. Every comment helps us make ZAR a better experience.

If you enjoy the game, please don’t forget to follow and leave a rating, it really helps us a lot! And if you share your own games, we’d be happy to play and give honest feedback in return. We’re always looking for honest feedback to improve.

Thank you so much to everyone who tries the game and shares their thoughts with us!

Hello everyone!

We would love to get your feedback on our game, ZAR.

    

Play the ZAR Alpha Demo right now!

ZAR is a physics-based 3D dice roguelike inspired by Balatro, where your goal is to achieve the highest score possible by creating different synergies with dice, relics, and augments during each run.

Since the game is still in the early demo stage, please keep in mind that there may be bugs, errors, and balance issues. The game is not yet balanced, so some mechanics may feel unpolished or unfair.

We are mainly looking for feedback on these areas:

  • What do you think about the gameplay loop?
  • How do you feel about the theme and overall style?
  • Are the mechanics easy to understand and enjoyable?
  • What do you think we could improve or change?

Your feedback and suggestions are extremely valuable for us during the development process. Every comment helps us make ZAR a better experience.

If you enjoy the game, please don’t forget to follow and leave a rating, it really helps us a lot! And if you share your own games, we’d be happy to play and give honest feedback in return. We’re always looking for honest feedback to improve.

Thank you so much to everyone who tries the game and shares their thoughts with us!

Hello everyone!

We would love to get your feedback on our game, ZAR.

    

Play the ZAR Alpha Demo right now!

ZAR is a physics-based 3D dice roguelike inspired by Balatro, where your goal is to achieve the highest score possible by creating different synergies with dice, relics, and augments during each run.

Since the game is still in the early demo stage, please keep in mind that there may be bugs, errors, and balance issues. The game is not yet balanced, so some mechanics may feel unpolished or unfair.

We are mainly looking for feedback on these areas:

  • What do you think about the gameplay loop?
  • How do you feel about the theme and overall style?
  • Are the mechanics easy to understand and enjoyable?
  • What do you think we could improve or change?

Your feedback and suggestions are extremely valuable for us during the development process. Every comment helps us make ZAR a better experience.

If you enjoy the game, please don’t forget to follow and leave a rating, it really helps us a lot! And if you share your own games, we’d be happy to play and give honest feedback in return. We’re always looking for honest feedback to improve.

Thank you so much to everyone who tries the game and shares their thoughts with us!

Thank a lot !

Hi! Thank you so much for enjoying the game!

If you play the game in fullscreen mode, the jams should not block your view. We will remove these jams in the near future; they are only there for now to increase visibility and help players notice the mechanic :D

If you enjoyed ZAR, we would really appreciate it if you could follow our itch.io page, leave a rating and comment on the ZAR page, and add it to your collection. These actions are very valuable for helping us reach more players.

ZAR is still in development, and we are trying to release updates every week to improve the game. If you liked it, stay tuned for future updates!

Of course, I agree with you that drafting pieces and assembling your build is the actual gameplay. What I meant was more about finding the right balance between the decision-making phase and seeing the results of those decisions in action :D

In the autobattlers I’ve played, the process usually feels slower and more natural because you make choices gradually as the rounds progress. Here, when many options are presented at once, it can become a bit overwhelming before you get a chance to understand how those choices actually perform in battle.

One possible approach could be introducing the choices gradually. For example, starting with 1v1 teams, then expanding into 2v2, 3v3, etc. Instead of making the player choose everything at the beginning, you could give them 3 choices for the first team, let them play for a few minutes, then introduce another set of choices for the next team. This way, players have time to understand and connect with each decision they make.

Also, thanks for trying ZAR! I’m not sure what caused that bug. After rolling the dice, you should normally be able to press “Accept Rolls” or continue rolling depending on how many dice you have remaining.

If you were playing the web version, there might have been an additional issue since the web build is not as stable as the Windows version. If the same problem happens in the Windows version as well, I’ll definitely look into it and try to reproduce the issue.

Thanks again for the detailed feedback!

Thank you so much for comment ! If you liked the game you can also follow our page and left rate that`ll be really help us to get more visibility from itchio  

Thanks a lot !!

Hey! I played your game, but unfortunately I couldn't really understand the difference from a normal Tetris experience.

I noticed there are probably some special block powers and mechanics, but I didn't really pay attention to them during my playthrough and ended up playing it mostly like regular Tetris. Because of that, I didn't really feel the impact of these mechanics or how they changed the gameplay.

I think Tetris can definitely be taken in a different direction with interesting power-ups, upgrades, and ways to use them strategically. However, in the current version, I personally didn't feel a strong difference from the original formula.

I also finished the game, I think? The prologue ended and it didn't continue afterwards :D

By the way, if you are interested, you can also try our game ZAR. It is a 3D physics-based roguelike dice game that we have been developing for the past few months.

We are currently in the early demo stage and improving the game based on player feedback. We are planning to release a Steam demo in Q1 2027, so feedback from players is really important for us during this process.

You can try the demo here: https://happysealgames.itch.io/zar

We would love to hear your thoughts if you have time. Thanks again, and good luck with your development!

Honestly, seeing the variety of characters and the well-designed stats made me quite excited about the game. However, I felt that the character selection and battle preparation phases were a bit overwhelming, with too many menus and information at once.

Starting the game with 10 to 15 choices back-to-back made it difficult to keep track of what I was actually building. At first, reading each stat and ability was interesting, but after a while I found myself just picking options to get into the game rather than thinking about the combinations I was creating.

After finishing the selection phase, I also struggled to understand how to assign items, upgrades, and equipment to my teams. I got a bit lost in this section, and I think this part especially needs improvement if the goal is to appeal to a wider audience. As a player, you naturally want to get into the gameplay faster. I think these decisions would feel much better if they were introduced gradually throughout the first few rounds instead of all at the beginning.

The battle screen also feels quite busy at the moment. I think it could benefit from a cleaner presentation and a clearer focus. The effects look nice, but the battles themselves currently feel a little lacking in impact. It mostly feels like the sprites are just moving around rather than creating a satisfying combat experience. This area could use more visual feedback and stronger impact.

As someone who enjoys autobattlers, I actually like reading abilities, thinking about synergies, and planning compositions. However, when too many choices appear before the game even starts, it becomes difficult to remember why I picked certain things or what strategy I was trying to build. After a while, I found myself forgetting my initial plan and just making choices to progress.

I hope these areas continue to improve because the characters and team compositions seem very well thought out. For me, the main issue is not the core ideas, but the presentation and pacing of how these systems are introduced to the player.

By the way, if you are interested, you can also try our game ZAR. It is a 3D physics-based roguelike dice game that we have been developing for the past few months.

We are currently in the early demo stage and actively improving the game based on player feedback. We are planning to release a Steam demo in Q1 2027, so feedback from players is really valuable for us during this process.

You can try the demo here: https://happysealgames.itch.io/zar

We would love to hear your thoughts if you have time. Thanks again for sharing your feedback, and good luck with your development!

Hi! I had the chance to play your game for around 10–15 minutes.

I really like inventory management and roguelike games, so the concept immediately caught my attention. The atmosphere, artwork, and UI design are all really nice and fit the game well. The overall presentation feels polished, and the explosion effects and visual feedback during gameplay are especially satisfying.

I encountered a small bug/problem with the inventory system. When I tried to place an item partly in an available area and partly in a locked area, the game naturally didn’t allow me to place it. However, the locked spaces stayed highlighted in yellow, and after clicking them, they became available for placing items. I’m not sure if this is intended behavior, but it felt a bit inconsistent, so I wanted to mention it.

Besides that, when I reached the combat section, the controls didn’t feel very responsive to me. It felt like there was some delay, and I wasn’t always sure where my ship was going. I might be misunderstanding the system, but it seemed like movement was prioritizing the mouse direction rather than the movement keys.

Other than that, I think the idea and atmosphere are very interesting. The game looks visually appealing, and the overall style has a lot of potential. Great job, and good luck with the development!

Also, if you have some time, we would really appreciate it if you could try our game ZAR and share your feedback with us. ZAR is a 3D dice-based roguelike that we are currently developing, and feedback from other indie developers and players helps us improve the game a lot.

If you enjoy it, leaving a rating/comment on our itch.io page, following us, or adding the game to your collection would support us greatly during development.

https://happysealgames.itch.io/zar

Hi! I had the chance to play your game for around 15–20 minutes.

First of all, I think the UI design and overall presentation are really clean and pleasant. The music also fits the game well and creates a nice atmosphere.

However, I think the biggest missing part is the feeling of visual progression. In this type of idle/clicker game, especially when you have auto-mining systems, it is very important that the player can constantly see things happening on the screen. Seeing miners working, more effects appearing, bigger reactions, and more satisfying feedback as you progress would make the upgrades feel much more rewarding. Right now, the lack of visual changes makes the progression harder to feel.

The same applies to the click upgrades. Upgrading them does not create a noticeable visual or gameplay impact, so the loop starts to feel repetitive quite quickly.

I also noticed that the asteroid pieces you mine look a bit blurry, which makes them feel less polished visually. The lines on the asteroid that indicate where it will break were not very clear to me at first; I only understood their purpose after playing for a while. Also, some asteroid pieces can go outside the asteroid area, which breaks the visual consistency a bit.

One small thing: getting 3–5 achievements within the first few clicks felt a little too much. I think getting 1 or 2 early achievements is common in these games, but receiving several at once reduced their impact a bit :D

Overall, I really like the clean UI, music, and the basic idea. Adding more visual feedback and making upgrades feel more impactful would make the progression much more satisfying. Great job, and good luck with the development!

Hi! I had the chance to play your game for around 15–20 minutes.

First of all, I think the UI design and overall presentation are really clean and pleasant. The music also fits the game well and creates a nice atmosphere.

However, I think the biggest missing part is the feeling of visual progression. In this type of idle/clicker game, especially when you have auto-mining systems, it is very important that the player can constantly see things happening on the screen. Seeing miners working, more effects appearing, bigger reactions, and more satisfying feedback as you progress would make the upgrades feel much more rewarding. Right now, the lack of visual changes makes the progression harder to feel.

The same applies to the click upgrades. Upgrading them does not create a noticeable visual or gameplay impact, so the loop starts to feel repetitive quite quickly.

I also noticed that the asteroid pieces you mine look a bit blurry, which makes them feel less polished visually. The lines on the asteroid that indicate where it will break were not very clear to me at first; I only understood their purpose after playing for a while. Also, some asteroid pieces can go outside the asteroid area, which breaks the visual consistency a bit.

One small thing: getting 3–5 achievements within the first few clicks felt a little too much. I think getting 1 or 2 early achievements is common in these games, but receiving several at once reduced their impact a bit :D

Overall, I really like the clean UI, music, and the basic idea. Adding more visual feedback and making upgrades feel more impactful would make the progression much more satisfying. Great job, and good luck with the development!

Also, if you have some time, we would really appreciate it if you could try our game ZAR as well and share your feedback with us. We are currently developing it as a 3D dice-based roguelike, and feedback from other indie developers and players is really valuable for us.

If you enjoy the game, leaving a rating/comment on our itch.io page, following us, or adding the game to your collection would help us a lot during development. Thank you so much!

https://happysealgames.itch.io/zar

Thank you so much for your detailed feedback! I also played your game and left a comment and rating. :D

About the tutorial screen appearing before pressing Play: it should only appear after starting the game. Maybe you accidentally clicked it while the game was loading, because there shouldn't be a situation where it appears directly. I will double-check this to make sure there is no issue.

We haven't been able to do proper balancing yet. At this stage, our main goal is to showcase as many mechanics as possible and gather feedback about the overall gameplay experience. We’re really happy to hear that you enjoyed the game despite the current balance issues!

I will check the shop discount issue.

The relics appearing as grey boxes are because we haven't designed their icons yet. :D They are still placeholder visuals for now.

I wasn't aware that the slot machine was still giving points while the enemy relic mute was active, so thank you for pointing that out! I will investigate and fix it.

Thank you again for the great feedback and for taking the time to play and rate ZAR. We really appreciate it!

Wishing you the best with your game development journey as well!

I played the game! First of all, the universe-changing mechanic was quite interesting at the beginning, but after a while I felt that it started becoming repetitive and the possibilities of what could be done with the mechanic felt a bit limited.

For a game like this, trying an open-world approach was a really nice idea. However, after progressing for a while, I got a bit lost and had trouble understanding where I should go next. If the world gets filled with more content and points of interest, I think this system could offer many more interesting experiences.

On the audio side, there was one sound effect that I couldn't really understand when it was triggered and it became a bit tiring to listen to. I think it might be the looping SFX that plays for a while after picking up the key. Other than that, I think the overall music and sound effects were quite good.

Visually, the game looks great. The drawings and overall atmosphere are really nice. However, I felt that the feedback when interacting with things was a bit lacking. For example, instead of a direct transition when changing universes, a smoother transition with additional character movement effects, particles, or other visual feedback could make the experience feel much more polished.

I haven't played many games in this genre, so unfortunately my feedback might be a bit general :D But overall, I think there are some really interesting ideas here. Good luck with the development!

(1 edit)

We’re really happy to hear that you enjoyed the game! Thank you so much for taking the time to share your feedback. It means a lot to us!

ZAR is still an ongoing development project, and we’re continuing to improve and expand the game. If you enjoyed playing it, you can support us by leaving a rating and a comment on our itch.io page, or by adding ZAR to your collection. Every bit of support helps us a lot during the development process.

We’re trying to release updates regularly, so you can follow our itch.io profile to keep up with the latest changes and try out new versions as they come out.

Thanks again for playing ZAR !

Thanks a lot !

Hi everyone,

We’re Happy Seal Games, a two-person indie game studio. After 2,5 - 3 months of development, we’ve finally released the first alpha demo of ZAR.

ZAR is a 3D physics-based roguelike where you use dice, relics, and augments to create powerful combinations and achieve the highest score possible. Inspired by deckbuilding roguelikes, ZAR combines strategic decision-making with the unpredictability and physics of rolling dice.

In ZAR, every run is different. Choose your path, discover new relics and augments, upgrade your dice, and build unique strategies to overcome increasingly challenging enemies.

The current alpha demo is an early look at the game and includes the core gameplay loop, dice interactions, upgrades, combat encounters, and progression systems.

The demo is available for Windows and Web, and it is completely free to play.

Play the ZAR Alpha Demo right now on your browser&windows!

We would really appreciate any feedback, especially about the gameplay loop, dice mechanics, overall theme, and things we can improve during development.

Your feedback will help us shape ZAR as we continue working towards the Steam demo release.

Thank you for playing!