I like the design of the behemoth and the idea of dying in a spot spreading forest!
Tom
Creator of
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I really love your opening cutscene work. It’s neat! I think I needed more groundwork on the lore, because I was surprised by some of the later dialogue. It’s amazing how many sprites you made over the course of the jam! Does gumishark actually bite enemies? I didn’t see him do anything. Was I missing a control to command him?
Wow, fantastic execution on both a bullet hell and a tower defense. It took me a minute to fully understand what the mechanics were allowing but this is a really nice execution on tower defense. Interesting combination of drafting and wall building mechanics. Only downside I can think of is that it was really small on my screen with no option to make it bigger!
Fantastic work!
This is such a bizarre but interesting concept for a game. I think it could really work in 3D. Just have a pit in the ground that you gotta chuck stuff in to feed the ooze. I could see people having fun with it as a $5 “you’re in a weird situation doing a menial task” type game.
I’m just really charmed by the bizarreness of the idea.
It took me a second to get a handle on the controls, but then I found the layout of the board surprisingly charming. It reminded me of some retro computer games. I think the layer of historicity and the setting was really good. Having something specific made me more interested to see where things were going.
I do think that it would be nice to have some way of knowing what my choice in an event would do though.
I think you really hit a good vibe by keeping everything grey and throwing the lights on. I think the puzzle aspect of the game was fairly light, but I think the mechanic was very interesting and I’d like to play more with it. Good atmosphere! My only issue was the movement and mouse sensitivity was really slow/low and there wasn’t a volume slider. Good work!
Nice job for your first game jam! I think the mix of holes and enemies was well balanced, and having a forward as well as a down attack was good forward thinking!
Adding some SFX to things like jumping, landing, and attacking will add a lot to the experience. You could also experiment with making jump height dependent on how long you hold down the jump button!
Very nice art and interesting concept, reminds me of Papers Please! I think the game could do with some sort of … meta pressure? Some other element outside of just the bureaucracy of adhering to the rules. Also, it would be nice if the label printer stayed fully on the screen so it’s quicker to use.
All the systems you came up with are really neat. It’s a bit hard to figure out how to interact with the systems at first, I kept left click and vacuuming by accident! It would be great if you could figure out a way to get the whole station into one scene so level transitions aren’t necessary, the loading scenes break up the flow of the game a little. Really creative idea though!
We had a similar idea in our brainstorming phase, but we couldn’t think of a way to make an interesting idea around the concept of “Nothing you do can be wrong”. I think the way you tackled the theme and turned it into more of an achievements list was a great interpretation. The game could use a volume slider though lol, the music is very loud for me.









