hey i played this and left my feedback on the discord. Cool game!
Anas3101
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thanks for playing and for your feedback, i also really appreciate the kind words.
The upgrades defo need a lot of work to feel powerful, and the tutorial needs to be rehauled entirely to allow the player to move at their own pace like you suggested.
I was also contemplating the voice over when the player performs cool things hehehehe, will work on that for sure.
thank you so much for playing and leaving your feedback, really appreciate the kind words.
Indeed it's quite simplistic now as it's just a proof of the core gameplay. Now I have to spend time turning this 10mins of fun into a proper 5-10 hour experience. Many people mentioned the dashing towards the mouse is not ideal, i will look into that
hey I recorded a playtest for this and sent it on the discord!
- What was the most frustrating moment you experienced?
- Nothing frustrated me, I understand that you need randomized scares for a game like this
- What was your favorite part of the game?
- gettingmy score to go up, and the art style of the game
- Was there anything you wanted to do, but the game didn’t let you?
- I thought I could interact with the jack in the box to stop it from coming out
- If you you could make a wish and change, add, or remove anything from the experience, what would it be?
- Add cats :^)
- What would you say you were doing in the game?
- trying not to get jump scared by the jack in the box
- How would you describe the game to friends and family?
- A clicker game about cranking a box and farming flowers
cool game! i left a lot of my feedback on the video i posted on discord, but find here a summary
- What was the most frustrating moment in what you experienced?
- Melee weapons lackedimpact on hit, they felt weightless compared to the guns
- I disliked getting staggered when the zombies hit me, really slowed me down when slashing enemies with melee. Also got me stunlocked a couple times if ocuple zombies would jump me
- What was your favorite moment?
- Headshots are crisp
- i loved the random melee weapons like the floor sign hahaahah
- Was there anything you wanted to do, but the game didn’t let you?
- set zombies on fire with gasoline
- If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
- Different kinds of enemies
- Heavier impacts on weapons
- remove player stagger
- allow me to aim with melee weapons a bit more
- What would you say you were doing in the game?
- Hitting zombies with my machete
- How would you describe the game to friends and family?
- a peaceful journey to the mall :^)
Hey I just played this with commentary
The game is super polished and I enjoyed playing it quite a bit! The video has most of my feedback but in general here's my biggest points:- The attacks have super cool animations, but they lack weight. The animation/post processing did not sell the impact of the hit, or the wind-up. The rock abilities especially are victims of this because I expect rock abilities to be heavy, but the animations suggest they are weightless.
- The swordfelt weak because it didnt really stagger enenmies any more than the bow, which meant i couldn't just go in hack n slash and would have to kite enemies.
Honestly other than this, everything else is super cool in the game. The idea of the gods chatting is cool, though sometimes I didn't think they were actually reacting to what I'm doing and they were just saying random things. I enjoyed playing this a lot.
Thank you so much for playing andthe feedback!
All my previous game jam submissions (unrelated to IGC) were tuned to the difficult side, so I decided to make it a lot easier for this submission and tune up from there :P. I definitely need to balance the full game better. Defo need new run-defining upgrades too.
Glad you enjoyed the core concept!
thank you so much for playing and recording it as well!!
I got a bunch of feedback about adding controller support, also from friends. My goal is to make this a steam-deck friendly game so I will definitely work on this but I need to see how to make it smoothwhen controlling with thumbstick, especially the dashing
Enemies of the same shape destroy each other instantly, but if you throw an enemy at another of a different shape, it will go through. It made more intuitive sense with the now-removed rock-paper-scissors mechanic,so I have to figure out a way to teach this to the player with the new system. I also like the ideas yuou suggested about pickups in the level, will experiment.
Happy you enjoyed the core concept!!
Thanks for playing and using the template for giving your feedback! Super helpful.
The game is in desperate need of polishing and juicing, so I understand all of your feedback regarding that. Build variety is also a good point, right now the upgrades aren't really super different. Cool idea to have enemy-specific builds, I'll experiment with that!
Extra thanks for comparing it with the version that had the rock-paper-scissors mechanic. It does reduce the overall complexity, so I was thinking of adding complexity differently. For eg some special enemies that cannot be grabbed, or enemies that can only die if you throw them at other enemies.
I am happy you had fun with the core concept!
Thank you so much for playing and even recording the gameplay! I really appreciate it.
The upgrades as t hey are now are not so run-defining, that is something I still need to work on. Also juicing the game with effects and improving readabilityto things like the empowered walls. I got a lot to work on from here. Im just happy you enjoyed the core concept!
Thank you so much for playing! I am happy you enjoyed the core concept of the game.
The highscores and seeded challenges are a great idea!! I 100% agree with you that the game needs a fuckton of polishing and juicing, especially with making wall effects more readable and making empowered enemies from those wall effects readable.
Hey i couldn't find you on discord so i'll leave my feedback here. I do have a playtest video so if you @me on discord (3101) i'll post the link there for you.
I love minesweeper so this game was right up my alley. It took me a while to understand what the numbers mean but i figured it out in the end. I had a blast with this hahaha, especially figuring out that I can upgrade the character to gain some life back.
I didn't seem to figure out the win state though. I was fairly positive i cleared every non-monster tile, yet the game didn't react. Maybe I did miss one.
I didn't understand the central tile and cryptic question marks/numbers around it, it seemed to react to me leveling up, but I don't know what to do with it. I also tried leveling up twice but that didn't lead to any changes.
My biggest issue was that I constantly had to recalculate the points of dmg each suspicious tile was worth. I think it would be great if you change the general flag to a flag with a certain number to it. It would also be nice to have different maps with escalating levels of difficulty like minesweeper. Would definitely help with onboarding
I really enjoyed this!



