Hi Jen! Have a question about your other pack. Just missed an oppportunity to grab your Dungeon Pack, and now it's unavailable :( Any chance it's coming back?
Aethewn
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Oh my, I had a dream game about hospital horror and this is so much better!
I liked the 3D pixel art shader, controller, atmosphere, it's a very well made game, great job here!
It DOES feel a tiny bit goofy when you gain some speed on a wheelchair, but it so soooo satisfying, hardly a complaint.
Great job, especially for a jam game!
Thank you very much for kind words!
Yes, I think indeed somewhere an arm operation bug made it to release version and it's really unfortunate. The root of that was probably indeed in the fact that I've spent maybe 80% of time working on buttons and then speedrun development of the rest of the game.
I do also like how it turned out overall, maybe a good candidate to make a bit bigger salvaging sim sometime after jam <3
Played and rated your game. Nicely done! For real, you've made something cool - a physics based autoclicker.
Appreciate if you'll have time to look at mine, also 3D https://itch.io/jam/game-name-game-jam-1/rate/4479151
I'm a big sucker for Ancient Egypt theme, so couldn't miss that. Good job. You made an intro cinematic, absolutely crazy. The level has very nice lighting set up. There's a bit of jank, but 100% expected of a jam game.
The 3D labels looked a tiny bit goofy and somewhat ruined the immersion. But when none are visible red eyed monster and cool glowing lights - that nailed the visuals. Great job!
I liked your game, well done <3 Rated and left my thoughts
Gonna be really happy if you'll have an opportunity to check out Invictus ^^
https://itch.io/jam/game-name-game-jam-1/rate/4479151
I liked it! Upgrades and cart really sell the theme of dwarf character. His tween animations are also really cute!
Vampire Survivors clone is a pretty solid genre, always a treat to play. Yours had great feedback when smashing enemies with the cart
I think you maybe could have removed the HP to fit the theme a bit more? So to make it more about how efficient you are at collecting souls. Like, sure you can kill them with just your cart and reach 100k, you're just gonna take forever. You gotta pump these numbers.
Anyway, great job, loved it!
The art sold the game really well. The intern character is cute, quirky, made a GREAT capsule and yeah I think it teased me a bit to try the game a few times to get an ending.
Controls are a tiny bit jank though. Can't rotate full 360, so sometimes you miss a crystal and it felt frustrating being unable to turn back if mouse was already on the edge of the screen.
I DID enjoy quite much tho, nice job!
Nice job, a great game! I really enjoyed yours
I know download only is a bit harder to get in, but maybe you'll find time to play and check out Invictus <3
https://itch.io/jam/game-name-game-jam-1/rate/4479151
Really liked yours! <3
Here's mine if you'll have time to check it out
https://itch.io/jam/game-name-game-jam-1/rate/4479151
Thank you very much!
I am definitely going to check yours and overall will try my best to play, rate and comment as many games as possible.
It is a great feat to finish and every single one I tried so far is a celebration of creativity <3
I agree that gameplay does need some polish, maybe a good opportunity for after jam project
Thank you so much for playing and checking out the game. <3
I think I initially planned for something akin to Iron Lung and blocked most of cockpit to make it feel more claustrophobic, but in later stages of dev there was more emphasis put on visuals and it eventually caused this gameplay/visual clash.
Still, thank you for your kind words!
Capsule art is so captivating. The sound design also sells the impact, it's a great feedback when you do something right. I like the main character art style, it looks unique. Some background sure would've been nice to break up the monotone grey. Maybe just something really simple like a gradient. Great job overall, I enjoyed this one <3
Oh hell, that was unexpected! And a bit scary!
I enjoyed the core loop of flying between planets, though if the game had gravity, it would make it 100% more enjoyable. Like I think if we could use the mouse to sort of a launch our ship towards gravitational bodies to scan them and use gravity to make our trips fast and more efficient.
That's definitely a cool concept that can grow into a fantastic game, keep it up! <3
Aww a person in a tutorial said I'm doing a good job... I think I just really-really needed that.
Anyway, mix of Overcooked and Tetris is a wonderful idea and a great pitch.
For feedback: I love moving stuff around on the grill, both in-game and in RL, but currently the size of the grill and shapes of food rarely give you opportunity to do that. I would definitely experiment with larger grills, so you would get more options to optimise the setup rather than just simply wait until stuff that's on the grill is finished. Also skewers are pretty obnoxious, there's little creativity you can show with these.
Otherwise it's a super cool game with a wholesome idea <3
I think there is something in all of that, but yeah not in the current state of the game. Like skeletons just doesn't spawn often enough to survive longer than 16 seconds.
I also can't help to think that if you reverse the mechanics it may actually improve the game. Like if the game was score-based and as you kill skeletons they start spawning CLOSER to you and more often. And if they reach you - arena becomes bigger and skeletons are harder to hit. Like change punish for giving rewards and opportunity to show your skills even more.
Anyway, good job guys!
I like this one a lot! Easy tower defense mixed with resource management. Simple but engaging!
I think there's a tiny lack of polish in terms of understanding what each tower does. Like first ones have a damage tooltip, but the others don't, so do you just spam magic as you get to them?
And I don't think lvl1 towers see any light as well, there's no reason to buy these.
If you plan to expand it: it might be a good idea to work on giving each tower a meaningful effect, like usuals in tower defense: Slow, AoE, Stun, DoT, or maybe add a worker placement for more management and increased difficulty.










