Thanks a lot :)
KorHosik
Creator of
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Graphics are very impressive, we really have the feeling to use an old XP computer, well done!
This game has a creepy pasta vibe, it can totally fit as a video for a YouTube-horror channels trying to explain the strange lore behind an obscure game x)
Unfortunately I must be a bit dumb to understand what to do exactly. The tutorial in the .txt file is a very (very!) good idea, but I can't understand what I'm reading there x') The instructions speak about drones, I have no clues what is it in the context of this game (but maybe it's because my english is not that good, as a french player?)
If you plan to go further on this game after the jam, I would advice to start with minor and easy puzzles to solve, and increase the difficulty as the player progress. I definitively would like to try again a more accessible version of this game!
I like the cynical humor of this game!
I may be a little tired but, despite the tutorial, I had some troubles to get what I should do at first. You wrote fortunately a nice description of your game explaining the basics ^^
I think the concept is very clever: having to manage its "farm" with cards, with a notion of placements, while automating stuff thanks to machines... Wow, I wish I had this idea :D
Good job!
This is a solid base for a future more complete game with a lot of potential.
I could definitively see a mode "music maker": everytime a number is modified a specific sound can be played, and since everything is moving in rythme we could have something very interesting.
I didn't get how to merge the roads, so having multiple sources was not very useful on my side ^^'
Thanks for this nice and constructive feedback!
I was afraid this kind of blocked scenario could happen, but I didn't expect it to happen before level 40; and I honestly didn't think any players would reach this level so I didn't try to find a solution ^^'
A limit on the rolls is indeed a good idea, maybe combining with a fatigue system where everyone looses HPs after X turns...
Who would have thought that balancing a slot machine would be difficult? x')
The very first fight is inded just a slot machine. But when you win (you are supposed to win the first fight, unless you are very very unlucky!), you can perform some deals with the devil to upgrade your machine: there is some bonus items for the current run only, or permanent buffs for all future runs :)
Thanks for your nice feedback about graphics, I spent a lot of time on them so it means a lot for me <3
Building our own war-robot is quite a fun idea! There are a lot of options, maybe even a little too much when we start the game. It could be better to unlock the ones we can buy as we play.
The first fight after the tutorial is also very difficult! It's a bit frustrating to win the tuto, buy some improvements, and then loose against the first "real" fighter. ^^'
But anyway, this entry is very cool, well done!
A simple concept that leads to a very smart puzzle game! Like other players, the onboarding was not that easy for me but, when I've started to understand what the game wants me to do, it was a pleasure to solve the challenges.
That's said, I'm blocked at level 8, where I can't undestand why the power comes from 20 to 0 all of a sudden:

Maybe I didn't get the game logic, after all x')
But I really appreciate my time on your entry, very well done!
Very nice game! It's always addictive to have some upgrades giving more and more power!
I have the feeling the machine "Magnemite"-like is a bit too powerful: as soon as you unlock it, it's quite easy to farm gold gears, so that you can upgrade it at maximum and you basically become God :D
When all upgrades are purchased, the game just becomes "click on the gray button on the bottom as soon as it appears", but it's still satisfactory to see our army of robots killing the invaders :)
I stop at wave 35 because I have some work to to do x')

I could definitively play more with more upgrades and treats!
A leaderboard on Wavedash would be cool also, this kind a game fits well for that.
Anyway, very well done!
A nice deckbuilder-like game! The base its quite solid, would love to see more types of gears with more effects, and stronger enemies. I've reached more than 2000 defense and "shield blast" one shot everyone x')
Anyway, it's a great concept for a gamejam, it could lead to a very interesting full game :)
Thanks for your constructive feedback!
The main risk with choosing to always bet the maximum is that you loose more HP for each spin. At first bet costs were 1HP / 3HP / 5HP but after some playtests it was too harsh, so I reduced them to 1/2/3... maybe it is not enough now ^^'
Another risk to take into account: curses. Enemis add some curses to your machine, so if you bet the maximum you have more chance to activate the curses.
About the audio, I might have hearing problems... 'cause I especially reduce the volume of the music so that I am able to hear the sound effects x') Sorry for that!
What a polished introduction, dialogs are fun and the voice actign is incredible!
The concept of the game itself is also very fun, it's a solid proof of concept that deserves to be taken further.
Characters design is so good too, I would love to see a complete game on this universe if by any chance you'll continue to work on this game after the jam :)
A very beautiful game, love the graphics :)
Gameplay is quite fun, I just can't figure out how to finish levels: even when all chests are open and all robots are left, I'm stuck on the screen... So I press Q to go to next level, but it feels a bit wrong.
Some locked doors are in interesting places, I wonder if you planned to hide a key somewhere in levels to add a bonus challenge?
Very cool game anyway :)
This is a fun concept, sometimes a bit frustrating like the real machines in the real life :D
Would love to see more toys and more "whoo" effects to make this game a little more addictive. I also have the feeling that capsules are more malus than bonus: it seems they only contain one toy, and since it takes multiple times to break them why should buy more of them?
Cool idea anyway, great job :)
What a nice twist on the trolley dilema!
It's a very fun idle game, where we quickly have a real and strong feeling of power. I've chose to destroy the lever at the end of the game, but I wonder if I've missed something fun by doing so ^^'
Very solid entry anyway, one of ma favorite so far in this jam :)
Very smart concept! Having to sacrifice some of our abilities to be able to progress leads to some interesting puzzles.
The difficulty is unfortunately a bit too high. The section where we have to blame the level designer is very tidious...! After dozen of tries I've managed to pass, but then I've been blocked with the next puzzle ^^'
But once again, very nice idea, would love to see more in a more accessible version of this game :)
Warning, your game works only on Wavedash: it crashes on itch.io!
Uncaught TypeError: Cannot read properties of undefined (reading 'updateLoadProgressZeroToOne')
You should check the existance of window.Wavedash before calling Wavedash specific functions ^^'
The game itself is quite fun. The heat meter is a nice touch, even if as soon as you upgrade it enough you just can let you finger on the button and there it is. But it's very cool to being able to upgrade our tank between each fight!
Please next time you want your players use their keyboard, think about AZERTY layouts: not everyone use QWERTY, and controls are a bit akward if you think them only for QWERTY layouts.
A very nice game, similar to another entry (COGS), but with its own great ideas. The lasers we have to desactivate are very interesting for a level design point of view, love it!
My only grief is that it's sometimes a bit hard to understand where I can place the gears. Visually it seems OK, but for some reason the gear refuses to stay in place and disappears. Because of that I'm blocked in level 5, but I would love to see more of your game!
Merci beaucoup pour ce feedback !
Il y a effectivement un peu d'aléatoire dans quelques niveaux : je me suis dit que ça faisait parti du jeu de l'équilibre, car en moins de 13 jours pour coder le jeu j'ai choisi d'investir le temps ailleurs x')
Un bouton "speed up" était initiallement prévu, mais il cassait la physique des jeux de plateformes : j'ai perdu 2 bonnes heures pour réparer ça, mais j'ai finalement laissé tomber : le vibe coding a ses limites... :'D
This game is fun, but so difficult!
The difficulty curve seems indeed not very... balanced :D I can't pass the hole 7, and it is not even the half of the game ^^' Maybe I'm particular bad at this kind of game? I would love to see other levels, 'cause the few I've played have a lot of good ideas!
I'm always impressed with full 3D games made in this short amount of time, well done!
One of my favorite entries in this jam!
The concept is super cool, the graphics are very nice and the music is very relaxing and it's fit very well the vibes of the game.
The physics is very good and the challenges innovative and fun. Honestly there is very few things to say against this game.
I'm just a bit sad there is only three levels 'cause I want more, a lot more!
Congrats to you, it's a very solid entry!
Haha, it was indeed hard to balance a game where the play has to balance it :'D
About graphics: I only use AI to generate backgrounds, and I made all sprites by myself. Maybe you speak about consistency for the UI elements (dialogs, menu, etc)? If so, I must say they're basic Phaser shapes, I didn't take time to improve them ^^'
About the second platform game, the trick is to have enough water tiles to make it difficult enough, and increase Lilmonster's speed.
Thank for you nice feedback, I really appreciate it!
Wow, what a cool game!
Concept is so simple while so smart: I would love to have this idea! Playing two simple mini-games at the same time is very clever and fit the theme so well.
I would like to have different minigames for each day, but I understand it's quite complicated to do in the context of the game jam.
I love to see brillant ideas like this one: definitively my favorite entry so far!




