I really enjoyed the game’s mechanics blasting bombs to move the character long distances is such a fun and interesting idea. I also loved the opening animation, great work It just needs a bit of polish and some bug fixes, but overall I had a lot of fun playing and finishing it. Adding different levels was a really nice touch. Great job
Eren Soylu
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It’s really nice to see a turn-based strategy game instead of the usual action games in a chaos theme. I also really like the skill system you added and their upgrades it adds a lot of depth to the game. Overall, I’d give it 5/5
Just a couple of things for polish: the AI is extremely strong, so after a certain level I definitely die maybe it’s just me being bad :(, but perhaps you could offer a lower AI difficulty for players like me. Also, adding a health bar for monsters could be helpful since it’s hard to tell how much HP each one has. Overall, great job it’s really well done!
Thanks a lot for the detailed feedback. I totally get what you mean about the visual language maybe I can add some VFX or change the color/sprite to make the diamond stand out more, and give harmful objects clearer outline Also, thanks for the heads-up about the full-screen issue, I’ll see if I can fix that too. Glad you had fun and Thanks a lot again Your feedback was really helpful. ^^
This game is a real gem . I really like the idea, and hitting the moles feels very satisfying. Playing the game was genuinely fun I could only survive for 2 minutes and 31 seconds, but that’s just because I’m bad at it . The chaotic vibe really comes through, def my fav game in this jam 5/5 in every section!
The game’s art and dialogue-based style are really well done. I liked how you stayed true to the theme and reflected it in your art style from the character designs to their appearances and placements while also creating a chaotic atmosphere. I really enjoyed the character designs, and adding so much detail to the menu as well as including a “skip dialogue” with space bar was a great touch. I didn’t encounter any bugs. I’d definitely like to play a more complete version of the game beyond the game jam. Great work!
The only small feedback I can give is maybe to use a “gibberish sound” effect when characters talk. You could have short and long variations and match them to the length of the sentence I think it could make the feeling of characters speaking even better. Overall, a successful game!
I really enjoyed the gravity mechanic collecting the EXP dropped by defeated enemies to unlock abilities made the gameplay feel more dynamic and fun. On top of that, the music choice fit the theme and gameplay perfectly great job It was genuinely fun to play.
I just think the movement system takes a bit of time to get used to. I’m normally more familiar with the WASD control scheme, so having W and S interact based on the mouse’s facing direction was a bit challenging at first, but once I got used to it, it became much more enjoyable.
Having multiple levels was a nice touch, and overall this feels like a game above the average game jam quality. Knowing you made this in just three days is honestly impressive great work
Having the characters talk to each other during the game was a really great idea it made me feel like I was playing rock-paper-scissors with someone, which added a fun dynamic to the flow of the game. Overall, the concept, the drawings, and the story were quite entertaining. Great job
There are just a couple of bugs, I think. After defeating Sonya and Corps, if I press space during the transition, the fight with Sonya starts again. For example, I beat Sonya, the black panel appeared, and since I didn’t want to read it, I pressed space immediately and the fight restarted.
Also, except for the last boss, I defeated all other characters just by pressing R with the hydrogen bomb, so I think the game might need some balancing (like limiting how many times it can be used per level).
Other than that, with some bug fixes and polish, the creativity and gameplay were really enjoyable. I had fun playing, and I really liked the detail of the characters talking to each other.
Thanks again, great work
After the time runs out, even though the restart and main menu screens appear, we could still buy and sell to make profit. I think you forgot a statement like "disable player interaction when the panel is open" probably just a small coding slip-up haha.
The music in the main menu and the background image fit so well together, it’s perfect! Including the “how to play” section inside the game was a great idea. Also, the game fits the theme nicely and is quite creative.
Stocking cheap snails, watching the market, taking risks, and then selling those snails back at a high price within two minutes that’s a brilliant idea! I genuinely felt like a Black Rock American company CEO.
I really enjoyed the chaotic yet logical gameplay; the mechanics are well-designed and fun. Great job!
Wake the fuck up, Samurai. We have a city to burn — Johnny Silverhand.
The animation at the beginning of the game is absolutely amazing, great job
I really loved the chaotic and creative vibe of the game. The visual art is outstanding, especially the character’s movements and animations making our main character, the puppet, move just like a real puppet was super cute and creative.
The gameplay is full of creative chaos and very interesting.
I would definitely love to see this turn into a project beyond the game jam and play a more advanced version of it someday.
- The zoomed-in issue you mentioned doesn’t happen in the .exe build. For the web build, since it’s my first time uploading to the web, I wasn’t fully sure how to handle resolution properly. For now, I added a “zoom out” button at the bottom right corner that fixes the view when pressed, but yeah, you’re right resolution handling needs improvement.
- About the controls after restarting: when you restart the game, everything resets and the game should do a countdown from 3 in the center of the screen in red and after that you can again play well . That might have bugged out. I’ll definitely look into it and fix it. Thanks for letting me know!
- I’m glad you liked the pixel art! As a solo dev in this game jam, I realized how little I know about drawing. I only started learning pixel art two days ago. I struggled a lot trying to create sprites that fit a consistent theme, so I ended up using simple black and white colors less colors, easier to manage haha.
Your feedback really means a lot to me, thanks again ^^
Thank you so much for your feedback! 🙏
And yes, you’re absolutely right the diamonds not being clearly distinguishable as collectable objects is definitely a problem. I realized that afterwards. My sprite skills were pretty bad, and I actually started learning right after the jam began two days ago. I thought the easiest style for me would be using only black and white tones, so I went with that. But later, I thought it would have been much better if I had used blue tones or blended multiple colors just for the diamond to make it stand out. I completely agree with your point
Haha yeah, since this was only our second game jam, there were a few things we couldn’t finish in time like balancing the dart fire rate.
The cards bound to Q are actually our buff abilities; you only need to press them once at the start of the game. For example, the Blink Jump card reduces the cooldown of the dash (on Shift) from 4 seconds to just 1 second. Wall Phase unfortunately doesn’t work because while making the levels, we forgot to assign the “Wall” tag to the layer I guess leaving level design to the last minute wasn’t the best idea! The same thing happened with the breakable objects layer, so some walls and platforms ended up not working as intended.
As for the arrow system, we couldn’t properly integrate the weakness mechanic into the game (a few coding issues), so every special arrow ended up being way too strong and unbalanced. As for the bug where Shift lets you clip through walls that’s the first time I’ve heard of it! I tested it right after you mentioned it and yep… it works, haha. Seems like there are even more bugs than the ones we already knew about, so as you said, it definitely needs another pass.
Still, I’m really happy you had fun and tried out the game despite all this! Thank you for your feedback thanks to you, I’ll be able to join the next jam with an even better project.
And yes, the Speed Burst launching you into the air by accident made me laugh too… rb.velocity… hahaha.
Hey! Thanks a lot for checking out the game and for the detailed feedback really appreciate it!
You're absolutely right about the WebGL build. We focused on the downloadable version and sadly ran out of time, but I’m planning to add a WebGL export soon so it’s easier to try out.
About the “Phase Walk” ability , that was supposed to let the player pass through certain walls. Unfortunately, it doesn't work right now because we forgot to assign the proper wall layer, so the collision stays active 😅 Totally our bad, but it’ll be fixed in the next update!
The items you picked up (Sunny Flower, Toxic Mushroom, Red Rock) are actually craftable modifiers. If you press P and drag them onto your arrow (left inventory slot), they apply special effects to your attacks.
-> After equipping a modifier, press C to switch between different dart types.
Only health potions are consumed directly with E, so that’s why the other items didn’t seem to do anything if not crafted correctly.
And yeah… scope definitely exploded a bit 😄 But I’m really glad you enjoyed the walking animation and the eerie atmosphere — that means a lot!
Thanks again for playing and for your thoughtful comment!
Heeey pagetb thanks for the playing game
To activate the special abilities granted by the cards, simply press the Q key once at the beginning of the game. The buff will remain active until the end of the game.
The main purpose of these cards is to enhance your existing abilities — such as increasing attack speed or reducing dash cooldown.
Toxic Mushroom, Red Stone, and Light Flower are craftable items. After picking them up, press P and drag the item onto the arrow (located in the left slot of the inventory). after that you can change your dart the pressing "c" key on your keyboard
Only health potions can be consumed by pressing the E key.
Heey Chris , I’m a programmer with beginner to intermediate experience in C# and C++. I’m most comfortable with Unity, but I also have some hands-on experience with Godot.
I’ve worked on a few small team projects before, and I’d love to join yours and contribute however I can. If you’re still looking for help with programming, feel free to reach out.
My Discord is 222ss99 — you can message me anytime, and I’ll reply as soon as possible cya










