Thank you very much ! It’s not always that people notice the music, so, as the composer and sound designer on this projet, thanks for enjoying it :)
Altifox Studio
Creator of
Recent community posts
Hello !
Sorry, for the delay in the response, we're at a recording session this weekend and I didn't check itch.
I'm sorry, we actually found a team a few days ago, that's my bad for not updating the post.
I did add you on discord anyways because we take part in game jams quite regularly and therefore it would be a pleasure to work together on a future one !
Hi There !
We're Altifox Studio, a two person studio that focuses on making sound and music for video games. As stated in the title we're looking for a team to take part in this jam.
You can find a glimpse of what we do on our Itch.io profile here: https://altifoxstudio.itch.io/ or on our website https://www.altifoxstudio.com/. The project we're the most proud of is our submission to the latest GMTK: Railoop: https://tiidy-shell.itch.io/gmtk-2025 for which we did all the music and sound design.
In terms of the tools, we're used to work with Unity but willing to learn Godot or any other engine. We can also either help implement the audio in the game of leave the person in charge of programming up to it depending on what you wish.
We are fluent in English and French !
We're really excited about this jam !
Have a nice day !
I also thought about integer overflow while braintorming, but eventually we chose another direction, it's cool to see that someone followed this path ! The deckbuilding aspect is cool, but I feel like the cards' text is a bit hard to read. I was confused about the black squares until I read the description, that's on me for not reading it :P
Overall it's very satisfying to see a gigantic amount of droplets hit the target !
Nice job !
Well, I don't know what I expected, but not that. This game is purely amazing, and a very good demonstration of video game as an art form. The gameplay is here just as a justification to make the player take a step back and think.
Only minor point that could be easily fixed is that the music saturates, especially with when the trombones are playing. It's not too loud though so it might be a mixer mistake where the track is pushed to saturation somewhere then lowered to a normal level later.
Anyway, really good job on this one, i'll definitly remember the experience!
I try to make a point on giving feedback when I comment game jam entries. Yet, for this one, I almost have nothing that comes to mind. I enjoyed every minute when playing, I love that you put legit equations on the loadscreen and not random math and the gameplay is very polished.
Only tiny remark I would have is that the music is a bit too low in the mix to my taste but this could definitly be defended as a creative descision.
Very very good job !
Yay for train games !
The sound of yours is well polished ! especially when the wood logs hit the metal in the train, it's nice that you though about these details.
leveraging the physics engine is quite a good idea as well, I could definitely see a full game based on this.
The one detail I noticed that could even more improve the immersion is to make the sound of the train on the tracks mono instead of stereo, the one that we ear when the train goes fast enough. with a headset we can hear the boggies go from right to left which is a bit wierd as the train stay in the center of the screen. If that can be of any help, to make the same effect in our game, we put the track in mono and used granular synthesis to have it randomized a bit.
Anyways, this is a very solid entry, great job !
This is one of, if not the best game I've played so far, Art, Gameplay, SFX and music are amazing !
I see in the console logs of the webgl version that you tried to use FMOD. We know the struggle, we went the fmod route for previous jams, but decided to develop our own package to have dynamic audio because of the really low compatibility of fmod (or wwise for what matters) with webgl builds.
if that can be of any help, here are the settings that we used to make fmod kinda work in a previous jam:

you also need to preload the banks before gameplay, you can use this Fmod preloader for unity for example.
Really good job anyways, the webgl version of the game is 9.9/10, and with the music the windows version goes up to 10/10 !
Died 52 times, had a great time, 52/52 would do it again :P.
I like the mechanic of using your previous deaths as platforms; it's a clever interpretation of the theme!
I like the catchy chip tune track that plays during gameplay
Just a couple of small points of feedback: the death animation, while funny, started to feel a bit long after a while, and I struggled slightly with the QWERTY layout on my AZERTY keyboard.
I managed to softlock myself in a pit full of corpses, deep enough for me to be unable to get out and the corpses prevented me to touch the dealy bottom of the pit. Reading the comments bellow, I see that you can delete corpses pressing E, that's on me for missing this info !
Despite this, I had a really good time playing this entry, great job!
It's cool that you managed to create two distinct 3D environments, and the low-poly models for the diverse vehicles look cute and great. I really enjoyed trying to survive as the speed increased up with each loop, and the chaotic AI drivers are quite funny to navigate around.
The only issue I noticed was that when I was assigned a truck in the city, it would often start the run already crashed. It might just be a small issue with the vehicle spawner on that map ?
Overall, a really solid, a bit quirky and fun game. Great job!
I loved the hand-drawn art style, it's so simple and cute! The cat is adorable. The character controller is spot-on as well; it's very simple but feels precise and pleasing to use. I didn't see any bugs during my playthrough!
The only piece of feedback I have is that I often found myself taking a "leap of faith" to jump to platforms I couldn't see yet. This was especially tricky in the cat level when heading down. It might be cool if the camera could pan just a little bit to reveal the path ahead. Otherwise, it's a really well-made and charming little game!
The chiptune track is quite catchy !
The exlosion sound is a bit too agressive to my taste, but it kinda is part of the sound of the era that inspired this game so I don't know. I would have put a small low pass filter on it to round a bit of its edges.
The rest of the game looks and feels nice, good job !
Today I learned that I was meant to be a frog apparently, so I embraced it, but birds are so mean they litterally broke my heart !
joke asside, congrats on finishing your first game, especially within the short deadline that a gamejam is ! the water gameplay feels smooth and nice. The frog part was a bit too rigid to my taste though.
Good job anyways and continue making games !
Maybe I'm getting old, the gameplay reminded me of the first GTA mixed with the micromachine games from the late 90s / early 2000s.
It's was a bit of a nostalgic trip :P
I think that the fuel consuming is a bit too much as I felt like I was more looking for fuel that delivering pizza. The alien that comes out of the blue is a nice suprising and fun addition !
The pixel art and the light work looks very nice, as well as the monster.
I love the space laser, it feels a bit like playing Viktor in League of Legends :P
for some reason though it missed the alien moscitoe-thinghy even though it seemed that it should have hit ?
Really good job on making all these assets and coding the thing just by the two of you ! Having a well rounded game like that for the first participation in a jam is a nice achievement congrats !
The neon artstyle is quite nice ! I also though about hamsters at the unveil of the theme, we went in a completely different direction in the end but it's nice to see that someone followed that.
For some reasong, the window was a bit too big for my 1080p screen, but I think I had everything on screen, based on the screenshots you shared
Amazing small game, I love this type of games where the concept is simple yet fun and kinda addictive. Amazing sound design and music, that's really a strong side for this game. I was a bit confused when I reached the "launch yourslelf" point of the tutorial but this is yet another nice twist to a fun mechanic !
Thank you very much for the feedback, that's always appreciated !
to be fair, I think that we were a bit too ambitious with this game for a 10 day jam, we were on hard debug mode for the last 24h down to the last 10 minutes before the deadline.
We'll definitly finish the game at a slower pace, including proper balance and pathfinding (we have a 3D A* pathfinding built in, but it wasn't stable enough to push on the publication)
Thank you very much ! for the feedback, the time you took to answer as well as the bug report !
We almost skipped sleeping during the whole 48h, but it was worth it. Our interpretation was that the spells are modifying gravity and therefore an indirect way of controlling the character. I admit that it's subject to interpretation though.
The left clic mechanic could definitly be improved, I agree with you.
Thank you again !
Thank you for your kind words as well ! WebGL is quite a nightmare to work with, I know the struggle. Just in case you don't know about this feature, but if you check "development build" in unity build options, the build is almost instant and you can check regularly during the jam that it fits your expectations, the Fmod integration had me struggle very late on saturday night because the audio was stuttering in the WebGL build. Good luck on your next jams !
The sound is a bit loud, that's always tricky to set because it's relative to the current settings of your speakers so it can be good to benchmark your build against some games installed on your PC. In terms of gameplay, it's precise, effective and enjoyable. The behavior when hitting an enemy is a bit wierd, but that might be up to interpretation.







