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Asceno

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A member registered Mar 03, 2026 · View creator page →

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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!

I really liked how the burning fuse turns your own trail into the biggest danger. I kept looping around trying to grow long enough for the nest, and somehow managed to blow myself up more times than I’d like to admit hahaha 😄 Simple idea, but really fun and surprisingly tense!

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!

Thank you! I’m really happy taking out the zombies was fun 😆 The ammo shortage is actually intentional — I wanted every bullet to feel borrowed, with the run slowly becoming more desperate the longer you survive. I may have made the late game a little too cruel though hahaha. Thanks for playing!

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!

Thank you so much! I’m really happy you had fun, and hearing that the headshots felt satisfying honestly made me smile 😁 I’m glad you enjoyed the environment too

Thank you so much! The Halo Reach comparison honestly made my day 😆The countdown represents your remaining life, and every zombie you kill gives you a few seconds back, so you have to keep fighting to stay alive. I’m really happy you enjoyed it!

Thank you so much! I’m really happy the shooting felt satisfying 😎 And no, I didn’t use generative AI for the capsule art or logo. They were put together manually using the credited assets from the project. I really appreciate you checking and giving the game a proper try!

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 liked how quickly the gameplay clicked: read the monster’s order, select the right food, and serve it before the countdown runs out. The underworld burger-shop theme is fun, and I still managed to feel rushed even with only a few items 😄 Simple and satisfying!

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 liked the idea of racing a hidden opponent to get your score down to zero. Not being able to see the NPC’s cards made every special card feel like a little gamble 😄 The cards and dice flying around also gave the game a fun, chaotic board-game feel. Nice concept!

I really liked how such simple controls became so chaotic once I had to keep the Count in the air, dodge the garlic, and stop him from slowly slipping down 😄 It’s simple, funny, and surprisingly addictive. Nice work!

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 didn’t expect watching a 1 and a 4 beat each other up to be this funny 😄 I really like how each digit’s moves are based on its shape, and the arena with no railing makes every hit feel dangerous. Such a memorable idea!

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!

I liked how quickly the room turned into chaos once the projectiles started flying. The speed boost made dodging feel frantic and fun, and I definitely got overwhelmed faster than I expected. Cool idea!

Thank you so much! 😆 Yeah, the ammo can get pretty brutal even when you’re going for headshots — I may have been a little too stingy with it hahaha. I’m really glad you still enjoyed the game!

Thanks for catching that! The camera snapping definitely isn’t intended. If you remember which browser you were using, that would help me track it down. And yes hahaha, HP is absolutely real — the timer isn’t the only thing trying to kill you 😁

Hahaha yes, always aim for the head 😎 I’m really glad you found the shooting satisfying! Looking forward to seeing how far you make it on your next run!

Thank you so much! I’m really happy you enjoyed the environment and had fun playing 🤗

Thank you so much! I’m really happy you liked the models, and hearing that the shooting felt satisfying honestly made me smile 😁

Thank you! I’m really glad you had fun with the shooting 😁 And yes, the map somehow became much bigger than I originally planned hahaha.

Thank you so much for playing! I’m really happy you enjoyed it 🥰

Thanks for taking the time to write such detailed feedback 😘 You’re right about the weapon slots — they’re leftovers from a bigger version I originally planned before the deadline forced some cuts. The 80/20 reminder is a good one for the next jam. Glad the core concept still came through!

I liked how every step had a cost, not just the fights. It made exploring feel surprisingly tense, especially when I had to decide whether another room or enemy was worth the time. The hourglasses kept giving me just enough confidence to push a little deeper 😄 Nice roguelike idea!

I really liked the Western atmosphere right away — the pixel art, music, and limited light around the player work really well together. Searching the saloon for a better weapon while the clock kept ticking made me feel rushed before I was even ready to face the sheriff 😄 Nice use of the countdown!

I didn’t expect the story to get this dark 😄 Following Lucio’s thoughts during the 48-hour countdown made each choice feel more uncomfortable as things progressed, in a good way. I only reached one ending, but now I’m curious to see how differently the other choices can turn out. The art and music fit the atmosphere really well!

I really liked the idea of playing as the vampire’s bodyguard instead of the vampire himself. The first few attacks felt manageable, but once several stakes started flying at the same time, I began panicking over the keys 😄 The hand-drawn art and animations gave the game a lot of personality. Fun concept!

I liked how the bomb counts your key presses instead of just time. It turned a simple climb into a little planning puzzle, and I still managed to waste enough moves to blow it up on my first try 😄 Fun idea!

I really loved this concept. For 90 seconds, it genuinely felt like I was the officer responsible for deciding humanity’s fate. The conflicting warnings kept making me doubt myself the whole time... and I have to admit, if I were actually in command, I probably would have launched and destroyed the world a few times over 😂 Such a clever and memorable idea!