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Alex Smits
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Love the variety you get out of point and click gameplay, the death lasers, the sugar game, very fun. Also appreciate you allowing the player to skip past the challenging area on the way back. Would love to see/hear more player feedback on clicking things. The art is so unique and a massive standout. The final fight felt a little out of nowhere, but I enjoyed it nevertheless. Great work!
Similar to what others have said below, some more feedback on inputs would be good, and clearer navigation. That being said, this is off to a great start with some really compelling aesthetics. I liked your interpretation of the theme; having the biscuits scale the difficulty and heal you was an interesting idea. Nice work for a weekend!
A fun spin, upgrading the pegs themselves. It took me a minute to understand I was gaining calories on contact. I loved seeing that represented on the cookie itself. Cool interpretation of the theme, having valuable pegs break. It didn't really influence my decision-making; I tended to take all the toppings I could. I would love to see the balancing adjusted to better align with the risk element, requiring me to make difficult choices. Overall, a very solid game and quite enjoyable. Nice work.
This game is fantastic! The core loop and concept work extremely well. It reminded me of elements from several games I love; the dice were reminiscent of Citizen Sleeper, the cards reminded me of Stack Lands.
I think this game explores the jam theme really uniquely! The gameplay had me hooked as I kept pushing towards the next goal. Once I saw the path forward (making minions and converting them to loyal followers), the gameplay started feeling a little grindy, with some additional cards/methods to grow my dice power, the game would really shine.
I had a heartbreaking moment where I risked not counting all my dice and got it down to 3. Amazing work!

Sick, I really like the 2D visual for a 3D character controller. The running audio for the mouse scratched my brain in just the right way. Smart rollout of mechanics, allowing the player to master each. You managed to do a lot with the vibe using just lighting. The narration tied it all together, a really strong and unique presence. Would love to see more mechanics introduced in additional segments if you decide to add to the jam submission in the future. Some additional user feedback on where I was in relation to the ground while in the air would help make the platforming a little more skill-based. I got 109 seconds on my final run!
A very fun and charming game! I did multiple playthroughs because I was having so much fun! I would gladly play an entire game with this core loop. I loved seeing the environment dynamically change as I completed goals, things like the egg frying, the music starting, etc. I think it would be good to introduce some optional objectives with greater risk, perhaps with a limited time frame to complete them. Also, adding a bonus for flying close to objects and getting near misses. I can see this game being expanded out into more rooms of the house, with moving obstacles and hidden areas to explore. Amazing work on this!
I haven't played an idle clicker game quite like this before. The multiple screens with independent resource management and progression loops were a fun improvement to the tried and true formula. I was a little confused about why some resources weren't going up at first. I think it's because the dough was consuming them as fast as I could click. I especially loved mass murdering my cultist and hearing 30 cries of anguish xD. Nice work!
So cozy! The tutorial text was a little intimidating; in all honesty, I stopped reading after the first 3 lines and then struggled to figure out how to make wheat, but the good signposting eventually let me figure it out. I think having some reminder of the recipe on screen, or even in the pause menu, would be good. The ingredients on the table were a little hard to see because of their size. Apart from the little grievances, the game was very delightful, and the butterfly pun was very good. Nice work.
Very interesting and fun concept! There were some elements not immediately clear to me at first. For instance, I didn't realise I could fire the ball into a wall and catch it again. I also encountered some small bugs, which you might already be aware of (totally acceptable for a game jam!). The second-level tutorial UI stayed on screen and made it hard to see what was going on, and I could get a free score by moving an obstacle into the goal post while placing it. These didn't detract from the overall experience, just wanted to share for visibility. Really unique and fun. Nice work.
Cool game, it wasn't super clear to me what direction the wheel would spin and which card would be played first. I think some additional player feedback/move forecasting would improve the overall polish. Really impressive for a solo project and very unique. Audio and visuals were amazing. Nice work!
Hi Dom, thanks for the feedback, really astute observations! It's been great to get so much insight from these jam comments. We will definitely be reapproaching tuning if we go back to this project in the future. We have lots of ideas, some quite similar to what you describe, on ways to manage corruption and make actions a little more deterministic. I didn't know that about Pokémon, very fascinating. Thanks for reviewing!
This game is sick! There was a lot to learn, but it slowly started clicking into place for me with each run. Fantastic interpretation of the theme, probably the best I've seen so far. Everything, down to individual cards becoming more powerful with less health, reinforced the theme. The art is phenomenal, so impressed you managed to do this yourself in just 1 week. I loved the deep combat system, having a split deck, and needing to think about the value of a bone card in advance, which led to some really fun decision-making moment to moment. The difficulty curve is pretty steep, and I think a card's type could be clearer, but there are always things to improve in a game jam project. I would love to see this game expanded and further polished in the future.
I can't believe how hungry my rat wife and kids are! Day 4 got so hard with the traps, but I think it was brilliant and just the escalation the game needed at that point. Really enjoyed the stealth eye and how it wasn't an instant fail. Dodging bullets was very fun and fed into the jam theme really well. Great visuals across the board.
Cool game! I love the care and attention you put into the little things. Having your car turn into a boat, and being able to read about the dinosaurs you collect in the glossary. These were really nice touches. The gameplay loop was solid, although I did find it a little easy. Would have loved to see a ramp-up in the difficulty that made me more compelled to gamble my XP. If I were required to spend a few minutes grinding previous dig sites, I would feel a lot more invested in getting a big payout from the XP slot machine. The art was really nice, and props for having audio feedback on every action. Picking up and dragging tiles was also super juicy because of the nice wobble, and the health bar UI was a joy to look at. Nice work!
I also worked on a card-based battle system, would love your thoughts on it.
This is great! I eventually figured out I could triple jump, and it changed the way I was tackling rooms. I adore the risk-reward factor. It would be awesome to see the shooting and hit register feedback expanded. Things like hit flash and hitstopping for enemies.
Very impressive for a 72-hour jam! Amazing work to everyone involved!














