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A jam submission


Submitted by TeamPQZ — 1 hour, 41 minutes before the deadline

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CriteriaRankScore*Raw Score
xkcd-ness (how well it matches/interprets the comic)#333.9093.909

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Link to xkcd comic / 'what if' article the game is based on

Please list any pre-made art/music/other assets that you used.
AK47 sound.

Team size


Team's social media links:

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Submitted (1 edit)


The biggest issue for me was the gun not being FULL AUTO. Maybe even having a need to reload every 30 shots could make it more interesting.

It would desperately need some more visual and sound effects as feedback. I know you said you only like programming, I'm pretty much on the same boat, but there is so much you can do with even very simple assets when you throw math and programming into the mix.

It was hard to get a feel of the direction and velocity because of the lack of texturing on the background and the walls.

And btw, in the end allowing the player to freely go outside the game world and not having even small jokes there was straight up mean :(

(1 edit)

Quite an interesting "what if?" article to make a game out of! :) I like the idea (squirrel uses gun as a jet pack), but the execution leaves much to be desired.

The physics are not very polished.  It doesn't feel like I'm riding a gun by shooting bullets (wow that's a weird thing to say), it feels like I'm on a rocket whose thrusters are off by default, and left-clicking turns the thrusters on for one moment at a time.  Those two things are quite different.  I'm not sure if the game feels off to be because of the lack of animation & bullets or completely because of the physics--honestly I think it's a bit of both, and mostly the latter.

A few commenters talked about the limited field of vision.  I personally don't think that's the main problem, but it is definitely something to consider.  For me the biggest problem is the level design--it does not fit the mechanics at all.  This is a game about using a gun-rocket to go up to . . . somewhere . . . and your journey is hindered by these hard-to-navigate platforms that demand you to swerve left and right and every which way instead of rocketing upward.  It's like the level design is fighting against the mechanics of the game.  If the game had been better designed to fit the rocketing mechanics, then the level would be better, and the camera would be fine as-is.

There are other problems as well, like the fact that I can go right through the floor I start at, and go through platforms before dying (it's extremely frustrating to skim a platform that you didn't see coming and just die), and that the checkpoint is on an odd area of the screen.  But the level design is the biggest hindrance right now.  It's the main reason I cannot go past the very first checkpoint, as much as I want to.

I'm picking up from the comments that this is your first game development endeavor, and as a first game, it's ok.  There is definite room for improvement.  I wish you the best as you continue creating games.

When you mention design isn't your strong suit might i direct you to this giant bag of links: also may I recommend my channel as well. About the game though if you polished it up and gave more leeway you would have a nice flow. Anyway one thing I do want to mention is I'm doing a review of design on the games in this jam so here's a shameless plug to my channel if you want to be notified of the vid when released:

My XKCD game jam analysis is out!


Fun and challenging. It would be nice if it had some more animation, like affects on the gun/squirrel. Perhaps a larger field of vision would be good too, that way you have a little more idea where the obstacles will be.

These are my thoughts exactly, didn't feel the need to retype everything said here.


Cute game! The controls felt a bit "floaty", and I would have loved some effects for the gun firing. Kind reminded me of Lunar Lander!