Wanted to thank you for this pack! I used it in my opensource Godot multiplayer tutorial Cooties!
bearlikelion
Creator of
Recent community posts
This will be fixed with the next update! But, it’s grown immensely in scope. So far I’ve been working on new art and UI with the help of my friend runnybabb1t. I also plan on completely overhauling the shop and upgrade system from the feedback I’ve been receiving.
Thanks for playing, and thank you for commenting and providing feedback!
Thank you for the feedback! I plan on adding in both 4x and 8x speed as meta upgrades in the future. Failing to hit enemies point blank is a bug, it seems to only happen on the web build and not on the desktop download.
There’s a bug where difficulty doesn’t reset on death, it scales based on the current run time and since the timer doesn’t reset, the game is just as hard when you die as it is when you get up.
I am planning to update and improve everything, but I’ve been busy trying to find a job. I only spent a few days on this to prototype an idea and it’s had more players than anything else I’ve released on Itch.
Thanks again for playing and thank you so much for commenting.
Really interesting concept of minesweeper meets an incremental game (or so it seems).
I struggled to get through one season, either I never made enough to pay the landlord or I caught the plague. The 3D graphics look great, the loading screen art is nice. Music is peaceful and calming.
I did about 25 runs but my browser tab went unresponsive after I pressed E.
I got fooled twice with the 3rd shade of brown having body right in the middle. I assumed the 4th (darkest shade) would be the only indication that a body was nearby.
Best of luck with the jam!
Swinging the axe is REALLY FUN.
The upgrade tree is difficult to navigate. I would appreciate it if icons for upgrades I can't purchase are greyed out so I can more easily see what I can purchase.
The loop was basically: Clear map -> Upgrade -> Repeat.
A little tedious after a while moving my mouse hand around so much, maybe some upgradable automation could alleviate that (if it's not in already, again had a hard time with the skill tree).
Try making it so tooltips stay within the game window. Often times I had to reposition the skill tree to read what a skill did.
Auto buy options now save between runs :)
You can view the full patch notes in my first devlog
Thanks again for your feedback!
A new patch has made Pickup Speed / Range permanent meta upgrades and fixed missing enemies at point blank range. You can read the full change log in my first devlog
I greatly appreciate your feedback! I'll look into fixing the issue with close range targeted. I believe enemies are getting behind the projectile spawn point causing arrows to miss.
What if the camera zoomed out for larger ranges so you could always see the full screen?
Does the enemy speed scale too quickly? It increases with the run time until a cap is reached (2x speed). I think coin upgrade is useful once piercing is unlocked, so enemies that die further away allow you to pickup the reward quicker.
Feedback
--
LOVE SEEING THIS IS IN GODOT
Opening cutscene is cool but also long, really loud by default (consider setting master volume to 50/75% on boot)
UI is INCREDIBLE
Loading screen could use some sprucing up with how long I'm looking at it
Music is awesome, graphics and presentation blew me away
Difficulty / balance could use some work but that's always one of the toughest things to do.
I couldn't last longer than 2 minutes across three runs.
---
Really cool project and I hope it goes well for you, and would love a chance to work/jam with you on something down the line (followed you on socials)
Thanks for playing!
The loading times we didn't notice until after submission, during development our headsets / pcs where creating a lighting and shader cache. Going forward we could wait to play the "appear" animation until the level is fully loaded, and reduce the size of the light maps. Rotating with the stick is a great idea for a future update!
I love the concept for this game!
I was confused at first since the itch page says A/X are for mage hand when it ended up working on trigger instead in game. The art and audio are fantastic! But I did run into some issues with the moonstone not respawning if I left it on the sheers or dropped it in the water causing my game to soft lock. Also, while the spinning lilly pad effect is cool it made me very motion sick watching it spin while I was jumping.
Overall incredible atmosphere with a little jingle that's been stuck in my head.
Thanks again!
Goodbye!

I could not get the APK to install due to missing certificates.
I played on a Quest 3s on Linux using ALVR.
The game is an awesome premise but I found myself getting frustrated trying to control the fireballs. If I attempted to curve a fireball like a baseball throw it would spin and wrap around me instead of going forward.
I did get the hang of it and found the basic loop is fun, but once a fireball missed the torch it felt like there was no getting it back.
The "drop" of the player between scene transitions made me very motion sick and I had to take a break after playing this one.
Well done!
I played on a Quest 3s with two controllers.
The orb mechanics were tough to comprehend at first, until I realized they move in/out with my hand.
The art was fantastic but the backside of the world being a black void broke my immersion, as well as missing my left hand.
The rumble and audio was great, but I wished the bats had an audio queue when spawning.
The game felt a little slow / easy for the most part I was just placing my orb in front of a bat and letting them fly into it.
Great job!

I was really excited to play this one after seeing your progress on BSky, but without an Android or Linux export there's no way for me to play 😭. I tried Wine, Proton, and Proton-GE but either it crashes or can't detect my headset :(
I'll spend some time setting up a Windows PC to test again later this week.
Best of luck in the jam!
While this asset looks amazing, the demo scene is almost impossible to use.
Most of the world geometry is joined to the mesh "Tomato.016" and they are over 1800+ materials. Godot has a limit of 256 materials per mesh. Please use the same material for the same color instead of making a new one each time, and name them individually, every material being 'Material.#' makes it impossible for me to merge unless I do it manually.
I spent 5 hours working on this to get it in game for my gamejam project and gave up.
Hey! I'm interested in working with a 3D artists for my jam entry, you can see my progress from yesterday and contact me on discord @bearlikelion!




























