Thanks for the feedback! It’s true that we ran out of time, or maybe our idea was just a bit too ambitious for the jam. We also noticed that the turning speed depends on the device; it feels fine on some setups but way too fast on others. That’s why we’re planning to add an option to adjust the turning speed in the final version. The audio was also added at the last minute, so we’ll definitely expand and improve it later on. Thanks again for the feedback!
6ajmon
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Thanks a lot for such detailed feedback! You’re absolutely right, UI isn’t really my strong suit and your points make perfect sense. I’m trying to design UI myself to get better at it, so your advice is super valuable. Thanks for sharing the resources too, I’ll definitely check them out! I’ve heard about GDD before, I’ll make sure to create one for my next project. Once again, thanks a lot for the feedback and the learning materials!
Thanks a lot for the feedback and the kind words! The game will definitely be polished further - I plan to fix the bugs I’m already aware of and improve the tutorial so it’s clearer how the shooting works. You mentioned the game is quite buggy, do you have any specific issues in mind that stood out to you? That would really help me improve it.
Thanks a lot for playing my game!
The controls are listed both on the itch.io page and in the game itself under the Tutorial button in the main and pause menu. I could have mapped more buttons or even added key rebinding if I had more time.
About the power bar: it’s not about clicking when it’s completely full, but rather about hitting the right moment when the marked area appears (around 40–60% of the bar). If I understood correctly, that’s the part you meant. I realize it’s not very clearly communicated in the game, so that’s something I should improve.
Now I see what you meant about the screen lock… you’re talking about when switching to the Hamster camera, right? You’re correct — that overlay is broken, and the buttons don’t work (I forgot to test them). As a workaround, you can still switch the camera with Q or E on the keyboard, which works fine.
Thanks again for the feedback — I’ll add this to the known bugs list! There will definitely be fixes after the jam!
what a cool game! I would love to play a roguelike with movement and attack mechanics like this! I really liked the fighting system, though I didn’t always know when something hit me. The boss fight is cool, but would love something that uses the attack mechanics more rather than spamming spacebar. The game is really good though! cool idea
hey! i liked your game and wanted to give you some feedback!
I really like the visuals and simple audio! I like the reminder when you have 3 moves left, really cool detail.
I think the game could end on quota reached rather than using all the moves since you don’t use the score as a resource (currency for example).
Is this counting the time since I started the game? if so, another cool detail!

the idea is fun, but i dont know if the game is working. the ui definitely isn’t, restarting the game nor going back to the main menu works. as for the game i’m not sure if im making the cities happy or if I play it right. i tried to connect cities of the same color with roads. also there is a 1 minute timer and I’m not sure if I can extend it, or I should collect as much points in this time. Idea is cool and fits the theme but I would want to know if im playing the game correctly
great game! 20 balanced rounds, i managed to beat the game and it was really fun! i liked the fact that towers changed appearance with levels. a few type of towers and enemies (not just different models, but also behavior!). I didn’t quite like the map, it was a bit too long for the range of the towers. overall an excellent submission, fun tower defence
Thanks a lot for your feedback and criticism, we really appreciate it!
Could you tell us a bit more about what exactly felt clunky in the movement? We’d love to improve it, but understanding your experience better would really help.
We’re aware of the balance issues in the current build and fully agree it’s something that needs work. Thanks for pointing that out.
As for the enemies going past the blue barrier, that’s actually intentional. Some enemies try to escape from the player, so part of the challenge is to control their movement and flank them from angles that prevent them from slipping past the edge. That said, I can totally see how that might not have been clear, we’ll definitely look into making that mechanic better explained.


