The game was fun, SFX and music were pretty solid! But as stated in previous comments, the wheel is too distracting. I just wish the enemies stopped or wheel to be smaller. Great work!
242TM
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You hit the nail completely on the head. That exact Overdrive/venting dead zone was the biggest mechanical flaw in the build. Players could just cheese the timer or get completely stranded with zero counterplay. Massively appreciate the 'diamond in the rough' comment, that's exactly the fuel I need. Checking out The Gunktown Gazette next!
The vibes in this are absolutely immaculate! The conversation style and music instantly gave me heavy Undertale nostalgia. you absolutely nailed the aesthetic, and the audio design sets such a great mood right from the start. Seriously impressive work on the presentation side for a jam project.
I did run into a couple of roadblocks with the gameplay loop though. Right now, it feels like a beautiful world looking for a core driving goal. I wasn't quite sure what my ultimate objective was, and the "Spin to Win" jam theme felt a bit lost in the current build.
I actually got stuck on the 2nd boss fight because it wasn't clear what mechanical action I needed to take to damage them or progress, so I couldn't see the end! With just a little bit more visual feedback/tutorials to guide the player and a tighter tie-in to the theme, this would be an absolute powerhouse.
Thanks for making this, the art and music are going to be stuck in my head all day. Left a rating!
Hey everyone, we just survived the jam!
Our team just finished OVERDRIVE, a deep-earth industrial horror where playing it safe will literally get you killed. Instead of hiding in a closet, you are trapped in a cockpit, desperately trying to keep a failing TBM-500/V4 drill from melting down while something massive hunts you from the dark.

You have to manage core heat, vent toxic carbon soot, and ultimately decide when to snap your own mechanical safety limits just to survive. If you stay safe, the beast gains ground. If you over-extend, you risk a total core meltdown.
Play it here: https://242tm.itch.io/overdrive
We are here to trade feedback. If you take 5 minutes to play and rate our mechanical nightmare, just drop your link in the replies. My team will play, rate, and leave honest feedback on every single game posted here.
Let’s help each other get seen.
Hey everyone,
My partner and I are teaming up for the JuniperDev Jam starting on June 19, and we are looking for a dedicated Sound Designer/Composer to complete our trio.
Our Setup and Roles:
- Engine/Tools: Godot 4.6 & Blender.
- Our Focus: We are handling all Game Design, 3D Modeling, and Programming.
What we're looking for:
- Implementation: We are perfectly happy implementing your .wav/ .ogg files ourselves, but if you like getting your hands dirty in Godot's audio buses, even better!.
- Availability: Ready to brainstorm the second the theme drops on the June 19th and commit to a steady workflow through the jam.
If you are ready to tackle whatever theme gets thrown at us, drop a link to your SoundCloud/portfolio below or shoot me a DM! Let's build something awesome.
Hey SwiftBike
I saw your post and dug through the SoundCloud portfolio you linked. The audio quality is exactly what our Godot/Blender duo needs for the JuniperDev jam on June 19.
To keep our comms organized and quickly verify cross-platform accounts, I just shot a direct message over to that exact SoundCloud inbox. Take a look and reply to me over there so we can talk details!
I have to admit, I was pretty nervous putting this out there. This is my very first game and my first time ever participating in a jam, so I honestly didn't expect the community to be this incredibly welcoming. The amount of constructive feedback, support, and genuine kindness from everyone has completely blown me away. It's a huge motivation boost to keep learning and building.
If anyone wants to talk game dev, share their own projects, or just connect, my DMs are always open. Feel free to add me on Discord: 242tims
Thank you for the feedback. The enemy getting stuck is a NavMesh bug I am currently fixing. The Al probably missed you because the detection settings are still too weak. I will increase the difficulty because getting the good ending on the first try should be much harder. Good catch on the navigation issues

