Zero topology showcases, 100% AI Generated slop.
bearlikelion
Creator of
Recent community posts
The analogue clock is a great idea, the original plan was to have a diegetic wrist watch you could see, but we cut that for time. There’s a common issue of the NPC changing lean direction in the last frame that isn’t conveyed due to the slowed down time scale.
It was awesome to watch you play, I loved you leaning into the lane changes. You do gain a small speed boost when near missing NPCs, and if you press R the game would restart (we forgot to explain this).
Thank you SO MUCH for playing and making content!
Edit: I didn’t mean to sound so stern, but during a gamejam every hour counts, I did get these assets rigged and working in my entry for IGC Collab Jam ’26 with https://smitner.itch.io/metro-macarena
I, love the look of these models, but this has been one of the most difficult blender file’s I’ve ever worked with.
- The characters are facing +X (right) instead of +Y (forward)
- The character origins are set to Z (-4.79317 m) instead of 0
- The female character are in A-Pose making automatic weight painting difficult
- The male characters have no valid rest post
- The scale of the characters are all different, while this looks good sizing them down 0.4 shrinks from center not the base, so a lot of smaller characters are now floating above the floor in-game.
I spent about 3.5 hours trying to make these models work for a game jam and ultimately ended up losing my of my day’s development time.
Really love your art and style, hoping for some improvements on this or future releases!
Rig issue example:

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)





























