Amazing art style! Mature mechanics and lots of potential, really good job and hoping to see more in the future!
bentootoo
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So difficult... Maybe you could set the mouse sensitivity to a fixed level, because my default mouse sensitivity is way too high for this game.
Anyway, the art style is great, and the music fits it really well. I do think the game is a bit more difficult than it needs to be, but who knows—with all these elements combined, I could totally see it going viral online!
It's a real pity that the beginning of the game is so well hidden. I tried to solve the sound puzzle, but I just couldn't understand what the radio was saying. It's a shame, because I really wanted to see the rest of the game.
The countdown timer also made me even more nervous, which made it harder for me to figure things out. I hope to see a future update with a few more hints so I can explore the game further!
Good luck with the project!
Wow, what a mature art style! I love how the game recommends wearing headphones—it really immerses you in the sound of the rain. It's definitely one of the most relaxing and unique experiences I've had.
The bullet hell section is also very cleverly designed. I think the game has a lot of potential, especially if more minigames were added and more of the story was told not only through words, but also through the art, animation, and environmental storytelling.
Great work!
Really intense gameplay! I found the music and sound efx very satisfying!
The fast-paced action and a bit of the violence reminded me of Hotline Miami, but the core concept feels fresh and is a lot of fun. I think it would be even better with more scenes and additional interactions, such as using the mouse to click on objects or interact with the environment.
Great job!
Fun—but at what cost? The answer is: your finger!
I really enjoyed the feeling of pushing yourself to beat the game. Instead of memorizing techniques or patterns, all you have to do is click as fast as you can, and that makes for a fun kind of challenge.
I think I would enjoy it even more if the keyboard could also be used for clicking—after all, ten fingers are better than one! I'd also love to see stronger power-ups. During my playthrough, I often felt stuck in a loop: I couldn't click fast enough, so I didn't have enough time to buy power-ups, which meant I had even less time to progress.
Overall, it was a fun experience. Good job! The wizard laugh is gold!
Simple yet fun! It's a great starting point and has a lot of potential. I think there's still plenty to explore with the concepts of buttons and countdowns. What if buttons could break? What if breaking a certain number of buttons unlocked new modes or power-ups? Could there be different ways to press them? Could you move the buttons around? Could they control lights, machines, or other facilities? The possibilities go on and on, and I think this kind of playful experimentation is what makes incremental games so fun to discover.
Overall, great job!
Great idea! I love the cat concept a lot, and the tutorial is a plus for a jam like this! it's a rougelike but it's a bit difficult for me, some of the level certainly can't be done in 10 secs. I would enjoy the game even more if there are more cat related mechanics/ enemies/ weapons!
Overall, great work!
Super fun, and I can definitely see the potential of this cute game!
I think it would be interesting if the water could be redirected or transformed (for example, into steam or ice), which could add even more puzzle possibilities.
Overall, I enjoyed every minute of the game, and after two attempts, I managed to reach the end.
Good job!
I really like the art style! I found the arrow section quite difficult to get past. Maybe you could replace the instant teleportation with a knockback or a push that sends the player backward instead of all the way back to where they started the jump.
Overall, it's a very unique idea, and I really enjoyed it!
Yeah, thanks!
We'll definitely try to add that in a future update!
Initially, we wanted to make a roguelike where you could keep your momentum going even if you didn't manage to kill every enemy. Even though we didn't have time to implement all the roguelike mechanics in the end, we're pretty happy with how the rhythm of the gameplay turned out!
Nice! With the current difficulty, making it to Floor 1 is already a great achievement—you were so close to seeing the ending credits! Thanks for your bug report and your suggestions. They're great, and we'll try to tweak the game's balance and parameters to make it more enjoyable and accessible for everyone.
CHAOS IS THE KEY TO THE PLEASURE
-- - Bentootoo, 2026
Jokes aside, thanks for playing, shout out to https://itch.io/profile/romartwang for the cutscene!
There are narrative games, and then there are narrative games.
It's the kind of experience that touches your heart and makes you wonder, "What should I do next?"—not just in the game, but in real life as well.
It must have been difficult to make something so personal, but the fact that you created it shows that you're able to share love with the world despites the difficulties, and that is encouraging and heart-warming.
Great job. I'm sure your mom would be proud of what you've created.
A really well-designed roguelike that cleverly ties health, ammo, and money into a single resource: time. Genius idea!
Even better, the art and music are an absolute pleasure. I also really liked the breakable walls—they add a nice layer of exploration and strategy.
One small frustration: when time is running out, it can be difficult to find the last remaining enemy. It might be nice if, during the final few seconds, the game highlighted the last enemy's location so players still have a chance to make a clutch play.
Overall, bravo! Great job!
The low-quality music actually fits the game surprisingly well!
It's an ambitious project, and I think it could be really fun once you get the hang of how the stamina system works. Personally, I'm not a big fan of stamina systems—I had a lot more fun flying around and climbing the walls without worrying about running out of stamina.
Great idea! You could easily add even more challenges inspired by real-life situations. I'd even call it the Minesweeper of 2026: a game that teaches you how to use AI to do your job. (Because Minesweeper was designed to teach you use your mouse)
Very nicely executed, and everything feels smooth to play.
