I had to be surprisingly careful with every mouse movement! My brain knew exactly where the little bean needed to go, but somehow my hand kept having completely different plans hahaha 😄 The narrow paths made every tiny mistake feel dangerous, and now I really want to reach the later levels once my brain and hand finally become one. Simple to understand, but really addictive!
Asceno
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Thank you so much — this honestly means a lot! I really pushed myself during those four days, so hearing that the effort came through makes me really happy 😄 And yes, you were right: the zombies gain more health in the later waves, so headshots won’t always be a one-hit kill anymore. Wave 8 is a great run! I’m really glad you enjoyed the game, and thanks for the thoughtful feedback!
I really love the diorama presentation! The dialogue scene, the hunters dropping into the set like acrylic standees, and the cardboard panel sliding across to reveal the battle made the introduction feel like a tiny handmade stage play 😄 The attack animations and impact effects also give the flat cutout characters so much energy. The visual storytelling style really stood out to me!
I absolutely love the adorable character designs and how charming this little world feels. But the moment that really got me was when I was talking to the sun, happily wandered out of the crater, and it still kept watching me the whole time hahaha 😆 Such a small detail, but it gave the game so much personality. I really love this idea!
Opera GX, got it. Do you have the CPU or RAM limiter enabled in GX Control? If so, could you try disabling it and testing again? My guess is the resource limit may be causing frame drops and irregular mouse input, so other graphics-heavy WebGL games might behave similarly too. Thanks for helping me narrow it down!
I really liked how the puzzle isn’t just about making the bombs explode, but about planning every fuse so the whole grid is used perfectly. A few levels took me much longer than I expected because I kept finding routes that were almost right, but not quite hahaha 😄 Very satisfying when everything finally explodes together!
I really liked how each microwave digit becomes a different platforming puzzle. Previewing the next number before committing made me plan ahead instead of just rushing the countdown, and watching the whole level reshape as the number changed was such a clever use of the theme 😄 The old LCD look and sticky-note hints fit the setting perfectly. Really creative game!
I really liked the neon occult style and how the arena slowly turned into chaos as the quota kept rising. Building totems and deciding whether to increase the Difficulty for better rewards gave each round a fun risk-reward feeling. I only played through a few rounds, but I was already starting to think carefully about my build 😄 Really cool concept!
I really loved the idea of treating the cards as the years of your life. Trying to get close to 21 was already tense, but gambling for trick cards made every decision feel even more dangerous 😄 I kept telling myself not to risk another year… and then gambled again anyway. The bold art style and the “A YEAR PASSES” transitions gave the game so much personality. Really memorable concept!
Thank you so much! The Krunker / Pixel Gun comparison made me smile 😄 You understood exactly what I was going for with shots costing time, discouraging mindless full-auto, and making every bullet a resource. The first-launch crash definitely wasn’t intended though — sorry about that, and thank you for reporting it. I’ll need to investigate the memory usage after the jam.
Thank you so much! I’m really glad the zombie swarms actually felt tense 😁 Running low on ammo is part of the survival loop — I wanted players to stretch every shot and keep the run alive for as long as possible. And hearing that this could become a cool boomer shooter honestly made my day hahaha. Really appreciate the feedback!
Wave 8 and 7000 points?? You actually matched my own score hahaha, respect! 😘 And yep, the enemies disappearing in front of you is intentional — I made them reposition sometimes to keep the pressure up, not a bug. The ammo issue is fair though, running around with only the axe is definitely less fun 😂 Thanks a lot for fighting all the way to Wave 8 and not giving up!
I was pretty overwhelmed by the size of the shopping centre on my first run, so I spent most of it exploring and figuring out where everything was — and lost badly 😄 After a few attempts, though, it became really satisfying to plan a route between the shops and decide which items were worth the time. The different destruction minigames kept each stop feeling fresh too. Really fun concept!
I really liked how the clock itself is the main control instead of just being a timer. Trying to arrive at meetings at the right moment while balancing promotion, relationships, and stress made the workday surprisingly tense 😄 The retro office UI and humor fit the concept really well too. I only played through the beginning, but it already felt very polished and engaging!
I thought sitting safely behind the cameras while an operator did all the dangerous work would make this easy, but I got them killed more than once because I overlooked one small detail 😄 Watching the rooms, creating distractions, and deciding when it was safe to send them in made me feel like a real mission controller. Really fun concept!
I really liked the graveyard deduction idea. Reading the obituary clue and checking the burial list made every grave feel like a risky little decision 😄 I got a bit too confident and ended up uncovering more curses than fresh bodies, but the spooky art style and the changing moon gave the game a lot of personality. Fun concept!
I liked how the numbered bombs turned the whole arena into a moving countdown. Collecting them felt simple at first, but once several timers started reaching zero at the same time, everything became wonderfully chaotic 😄 The penguin and the chunky pixel-art explosions give the game a lot of personality. Fun concept!
I really liked the idea of winding up each run with only as much time as you think you’ll need. It made me second-guess every allocation, and watching the character freeze the moment time ran out was both funny and painful 😄 The minimalist clockwork style fits the mechanic really well too. Clever take on the theme!
I really liked the idea of using the film frames themselves as the countdown. Watching the frame counter run down and the whole game eventually freeze made the timer feel like part of the world, rather than just a number on the screen. The sepia film-strip presentation fits the mechanic really well too. Very creative take on the theme!
I really liked the visual style — the rocket backdrop, animations, and little robot details all feel very polished. The idea of configuring the bots using the current countdown value is really clever too. It took me a moment to understand, but once it clicked, I started planning my route around the timer Really nice work!



