Thank you for playing and for making a video, it was really fun to watch you play! Glad you enjoyed it.
abhimonk
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I really like how this game puts you in these discrete ‘modes’ you have to switch between. I’ll start off in “kill” mode but then I’m out of ammo so I enter “flush” mode, and then I’m low on health so I need to dash around and heal up, and so on. Felt like I got into a really fun rhythm of alternating between the different modes of interaction. Really great work, top 10 game names of all time as well
So close to no-damage but such is life.
This is so expertly designed, so many little things to appreciate. I love how the enemies get slowed a tiny bit when they’re in the red-zone. I love the health management of killing and swapping sides. It felt realy good to let the clock run until I had only a sliver left of space, and then nuke everything and swap colors. Really really clever and elegant.

Love the tradeoff between strong and light attacks. Strong attacks being an instant-clear felt really balanced for its slowness compared to light attacks. I also really like how your “health” isn’t really health but elevator capacity(?), felt very thematic and also quite forgiving. You could be overwhelmed but land a clutch strong attack to turn the tides, that felt super good. Really great work!
Super fun, loved it! I really like the way the boss’s phases are structured, feels like a very natural progression of difficulty. No-iframe dashes usually trip me up, but I really liked it in this game. It added a lot to the spacing and weaving required to deal damage towards the end.
Edit: forgot to mention, the little flavor text at the start was sick
Thanks a ton for playing and for the comment. The “attacking while the boss is underground” is definitely a bug, but I thought it was funny and didn’t have the tokens to fix it, so here it remains haha
The dodge is definitely a little unresponsive because it’s dodge on “release” rather than on press, bit of a limitation for sure. Thank you for the feedback on player damage as well!
Thank you for playing and for the feedback, I always appreciate hearing from you.
Thanks for all of the suggestions and for the comment! I really appreciate the kind words.
I’ve got some cool combat changes coming in the full version of the game; it sounds like we have similar ideas! The full version of the game actually has an MP gauge and a magic attack that you can upgrade / modify with “trinkets”. I might do an update post here in a few weeks with my progress on the full version and all of the new systems I’ve added.
Thanks for the other suggestions, the full version of this game definitely takes quite a bit from my past games, so you’ll probably recognize some familiar mechanics in the final version. Writing is definitely one of my weak points, but I’m excited by what I’ve got cooking!
I’m happy you’ve found inspiration from my games. Thanks for playing and for the kind message, good luck with your projects!
Thanks for the clarification. In general, I’m supportive of mods as long as they don’t redistribute the original game (and as long as it’s very clear that they’re unofficial mods, with proper credit given to the original game’s creators).
In the case of Hollow Knight and Celeste: Mods for those games require a legal copy of the base game to play. Mods for these games don’t redistribute the original game.
So, your mod would need to require that people get the base game from me first, before they can use your mod. If you did that, and also made it clear that what you’re releasing is a mod, then I think that’s probably fine.
Fair warning though: People spend time writing “Mod loaders” for games like Celeste/Hollow Knight to solve this problem, and it takes time and effort to do that.
To answer your last question: I do have plans to release the full game on Steam eventually (and the final version may cost money).
Holy hell this is so good, a well-deserved winners placement in the jam.
I love how your health constantly ticks down, forcing you to go for risky green parries, it’s genius. Forcing your players to play the game in the most exciting way possible is so clever. The final boss making you to parry in the middle of the 4-way explosions and waves of purple bullets is so goddamn sick.
That second boss was so creative too. Every time a different pattern of green and purple bars appeared on the spinner I lost my shit, really really cool.
Man the core design of “you slowly die unless you fight really hard” is gonna live rent-free in my head for a while, I’m 100% stealing it. Congrats on the jam placement, amazing game as always.
(I only died a lot cause I was limit testing, I’m a god gamer don’t you forget it (jk))

Amazing game, I absolutely loved it. Everything feels so good, especially the dodge counter - it was so satisfying to chain multiple dodge counters together. Loved the speedrun with the extra boss at the end too. All of the attack patterns were so fun to dodge too. Everything felt super fair and rewarding. Also the VFX were stellar, I gotta bookmark this game. Feels like there’s so much to learn from with respect to how you juiced everything up.
Really great work, I was surprised this was a jam game, it felt so complete!
Ahh ok, so I think I ran into some kind of bug when I played the first time and left the map. The second and third crystal didn’t give me a range increase (except for the bridge) on my first playthrough, maybe because of the way I left the map:
When I left the map (I circled the exit in the attached image), I thought it was intentional, and the game was gonna break the 4th wall. I noticed that when I left the map, I could “pick up” the UI, including my own crystal from the Power UI. I thought “wow that’s so cool”, so I picked up my crystal “from the UI”, but perhaps that broke something because I never noticed my range on any of my tools going up (except for the ladder?) when I got new crystals. (To get back to the map, I had to repeatedly ‘pick up’ my crystal from the “Power” section of the UI all the way to the right side of the map, not sure if that makes sense but try exiting the map via the image I showed, and then go all the way to the left and pick up your own power UI).

When I played the second time, each crystal gave me massively increased range and I was able to pilot the EV through the final stretch. Finished it, that was great! I really liked all of the logs and the way the whole game was contained on one screen. The music was great for ambience too. I really liked how each crystal gave me increased range (at least on my second playthrough haha), it felt super good to pick up the second and third crystal and be able to scan so much of the map at once. The puzzles were all really satisfying to solve. Thanks for telling me about the full version, I’m glad I played this.
(My first playthrough took me a solid 45 minutes to get to the point where I got stuck.)
Thanks for the heads up! I played some more. I feel like I’m so close to the end, but I got stuck:
I got up to the part where I have all 5 tools, and I have picked up someone in the EV, but I can’t seem to figure out what to do from there. I’ve found three energy crystals, but the EV seems stuck in the bottom right area. I don’t have the range to traverse the uneven ground remotely, and I also can’t use my light in the EV since someone else is in there (and I can’t disturb them), so I can’t get past the crystals in remote mode. Any hints? I’m definitely just missing something simple, but I’ve run around the map a couple times trying to figure out what to do from here (scanning everything as well). (I also left the map briefly, thinking that that was the solution, but I came back into the map after realizing that I likely wasn’t intended to leave it?)
Thanks a ton for the kind words. I saw that you’d been playing each of my games, I really appreciate all of your comments and I’m happy you’ve enjoyed my games so far. I’m planning on adding more this game, so hopefully it won’t be so short forever!
This game definitely stands on top of the shoulders of all of my past work, so I’m glad you noticed the little pieces of my older games in this one.
I hope one day you get ‘pumped up’ and make a game too! Gamedev is the most fun hobby I ever picked up, I think you’d have a lot of fun.
Thanks again for the kind words, I really appreciate it.
Damn, this is so fun, you knocked it out of the park. I love how the ball comes right back to you if you kill an enemy, it makes it so satisfying to build up a huge ball of enemies and just keep slamming the ball back and forth into the mob.
The bomb and tennis ball were crazy fun (the tennis ball in particular was really fun. Having more stuff to swing at felt really good, and having the tennis balls behave slightly differently than the baseball was really cool). Excited to see what else you come up with, feels like there’s a ton of design space here to explore. Wishlisted on Steam, good luck!




















