Ah, got it. I’ll add settings in future builds then to tone down the visual effects, among other things.
AgrMayank
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THANK YOU! The dancing cardboard characters are one of my favorite parts of the game :D
I do agree on the scoring part, as it is incomplete w.r.t my initial plans. I was thinking to take inspirations from “I Am Your Beast”. Still exploring how to visually represent that. Should be done in the next couple of builds.
Play through a series of time-limited levels that get harder as you go. Your goal is to score as many points as possible before time runs out. At the end of each level, you’re graded a rank from ‘S’ to ‘F’ based on how well you performed.
Try it here 👉 https://agrmayank.itch.io/headshot

Welcome to the V.O.I.D (Vortex Of Infinite Destruction) a deadly void of drifting asteroids where your only tools are your instincts and crosshair. Survive as long as you can, rack up a high score by building combos, and don’t blink.
LINK - https://agrmayank.itch.io/void

The concept is pretty intriguing, with an interesting combo of different game genres. It can get a bit overwhelming for people who haven’t played Tetris before or are trying to juggle two games at once. I guess that part could be streamlined a bit more to make things more cohesive.
Visually, it looks chaotic, like a retro synthwave vibe which honestly isn’t a bad thing!! Maybe toning it down just a little could help make the gameplay feel a bit clearer and stand out from the rest! Not much else to add that apart from what others have mentioned.
That said, the game’s pretty good, and I’m definitely curious to see where it goes next. Good luck!
First, make the king playable from the start but weaker than what the king ends up being later on. Second, make it that all units are available from the start. Now, shift the upgrades from being static and always available to being more random and based on how many enemies the player defeats (Not enough kills? No upgrade for you).
That actually makes a lot of sense. So the units/characters will have EXP in way and only give upgrades once you’ve collected enough. So the users will also have the choice of how to use each unit and have their own unique “build” of the army.
Now you shift these upgrades into three categories: the People, the Enemy and the King.
I actually really like this idea! It kind of gives the card system a meaning, instead of just being there as another system in the game. It’ll also fix a lot of the other gameplay issues like you mentioned.
Another thing I’d suggest as part of this would be to change how waves work. Instead of each wave just coming, make it that a wave has to be completely cleared out before the next can begin.
I was actually thinking from a while to split the zones into different parts. An idea I had was to show multiple layers of the castle walls, each showing a layer of the society - king, ministers, knights, general population, slums. Each of this zones will have their own playable unit unlocked from the start. The units can explore the ruins outside of the castle walls during the day to find ways to defeat enemies, hunt for resources, progress the story, etc and then switch to a TD during the night to fend off waves of enemies. But again, I’ll have to do the balance between them right so it doesn’t feel like two games forcefully joined together.
Again, a massive thank you for taking the time and effort to playtest in depth, along with giving such helpful feedback, which is impossible to get during a normal jam. Really appreciate it :D
Thanks for the feedback! It’s as you said it is pretty barebones with a lacking gameplay.
For the music, I was kind of mixing between two different tracks for the both the sides on top of the base track (it’s more noticeable when wearing headphones). Watching video, I guess I failed miserably at conveying that along with layering the audios together, haha.
Apart from that, I do agree that the game needs a lot more variety in audio along with SFX, which is severely limited as of now.
Same for the GUI, it’s pretty much a work in progress with only partial controller support as you said.
For the gameplay, I do get your frustration from the video. It was my first attempt at TD, a pretty bad one at that. I do need to learn a lot from the genre if I wish to continue on this game.
Units shouldn’t be placed where ever you happen to be looking at that particular point in time (The enemies don’t)
- For some reason I thought it’d be a good idea, that you could spawn knights behind the enemies, thus encircling them on both sides, lol.
Are the 1-4 units bound to 1-4 on the keyboard?
- Yes
I totally agree on the rest of your points on the units’ balance and broken game design as well. It’s painfully clear that I need to go back to the drawing board with this.
There should be some sort of progression that feels more ‘natural’ , we’re fighting the enemy and lose or win but then ‘nothing’. Let us push against the monsters, maybe a map where you’re trying to reach their main crystal tower or such to stop this horde.
- I was actually thinking of that, to take the traditional approach of breaking the game into chunks/levels rather than one big level where dying is the only option until you get strong enough (games should be fun not depressing after all).
I have noted the rest of your suggestions and will definitely keep in mind if/when I take this game idea ahead, in a new and better way. Thanks a LOT! The feedback was something I needed to get out of the rut with the future of this game. :)
Hi! Thanks so much for playing and for the thoughtful feedback!
While I can’t take credit for the character and BG art (I used free assets for the jam), I’m glad you enjoyed the overall feel and the UI.
I was actually planning to rework the game so haven’t worked on the sound parts a lot. I do agree that the same track does get monotonous and with lack of much SFX.
On the gameplay side, your comments do make sense as well. I haven’t paid enough attention to the game design.
I love the idea of introducing an upkeep/reserve-based population system that could create a stronger push-pull and make spending decisions feel more impactful. Same goes for reinforcing the tactical layer when choosing when and how to deploy units. The point about the upgrade system ending too soon is also fair. It being a rogue-like, having a ton of variations should be standard with more branching or looping paths, as you suggested.
Also, the idea of sacrificing your own units to heal the king? That’s interesting, and fits the theme perfectly. Might steal that one down the line xD
Thanks again for sharing some really solid design ideas. I’m definitely planning to take this further, just taking my time to soak in the feedback and see which way to go forward with.
P.S. I’ll give your game a try as well. The idea definitely looks interesting, combining platformer with tetris style gameplay. Thank you, and good luck to you as well!
Hi hythrain! Thanks so much for taking the time to play and review the game in such detail! I’d love to see the VOD of your playthrough, please share the link when it’s live!!
On the narrative side, the prophecy and tagline were more of a reflection of your moral choice, as different playstyles will give different prophecy. Like if you choose to help your units by saving your population or use them as meat shields while attacking from behind. But I guess I made that too cryptic while aiming for a medieval feel, and is something I definitely need to revisit so it makes more sense.
I can’t believe I missed such a major issue related to the gameplay loop!! That’s straight up broken and kills any little strategy elements that the game had. Thanks for discovering that!
I do need to optimize the unit balance as well. I was aiming for something like, say you’ve unlocked the knight (which is slow but a tank), you can then drop scouts after he engages in battle to do quick attacks, as they are fairly cheap but weak. I calculated the DPS after seeing your comment and as you said, they are actually high (1x, ~3x, ~7x). TD is hard and it was my first time building such a game, guess there’s a LOT I need to learn about the genre and game balancing.
I completely agree on the smaller points you mentioned as well. I haven’t worked on the game a lot after the jam, apart a few builds fixing the issues mentioned during that time. I submitted this game to get these brutally honest feedbacks as I was not sure in which direction to take this ahead. I’m a tad less confused now, but yeah it does need a TON of work.
Again, a massive thanks for all the feedback and sorry for the late reply. I look forward to the playthrough once it’s live. Thank you :)
Thanks a ton for the detailed review! I really like the marketing slogan as well, it’s catchy and intriguing!
I’m still figuring out where to take the game next, so hearing what parts you enjoyed is super helpful. The failure as progress idea came naturally, since I’m planning to expand it into a larger rogue-lite with varying outcomes depending on your playstyle.
That said, I’ll need to see how the balance works in a TD style setup, especially so players with different skill levels can achieve different outcomes.
Glad you liked the personalized prophecy as well, that’s one of my favourite parts in the game! And haha, the unit button spamming is definitely a fair strategy XD
- LOVE the artwork and how the world is designed!!
- The camera effects are great but do feel repetitive due to the slow animations after a while.
- The character movement feels a bit slow, even with sprinting but I guess that’s by design.
- Had an issue where the text boxes overlapped when the racoon came eating the flowers (?)
Overall, I had fun with this short, beautiful game. PLEASE make a full version! >.<
The puzzles were good, and I’m excited for the next part!!
One bit of feedback, Aira’s responses felt a bit limited, especially when I asked random stuff which made the VO repetitive (she says she is Aira every time 😅). I get that it’s part of her design, but it’d be nice if she were a bit more flexible to make conversations feel more natural.
A nice, chill game with cats (who doesn’t love them?) and an aesthetic that suits the point-and-click style!
That said, there wasn’t much feedback on what was clickable (a small border might help). Also, in WebGL, the in-game cursor wasn’t synced with my PC’s mouse—there were two cursors at different positions.
But that’s just me nitpicking, and it’s expected in a game jam. Great job though!
































