Yeah that's why I wrote in the game description that there are still many areas for improvement, like balancing :c
Thanks a lot for playing and taking the time to leave a review!I really appreciate it
Bernardylan
Creator of
Recent community posts
Sure without the slippery movement, the game would be less chaotic and probably too easy, which would make it a bit bland. So I guess it's actually a good thing! I wasn't complaining because It's not game mechanics problem, just human mechanics problem.. To put it another way I'm just bad at it hahah :p
I'm not sure if the text issue is still relevant, but I played on Mozilla and didn't experience it, so maybe it has already been fixed or depends on the browser version?
Anyway, the gameplay is really interesting! I just got a C because the movement felt a bit too slippery for me hahah.
It was still really fun to play though, nice job!
The game is really fun and definitely deserved an HTML build to make it more accessible to testers and get more ratings!
I'm not usually a big fan of this type of game, so I stopped at the third level, just before the first checkpoint. I couldn't figure out how to reach it, and having to restart from the beginning every time got a bit frustrating after around 6 attempts hahah. But I'm probably not really the target audience for this kind of game, so I'm not sure I'd consider that something that necessarily needs to be changed.
I also struggled a bit with the rebound mechanic. It took me a while to realize that I had to press W and the Down Arrow at the same time, rather than just the Down Arrow. It was probably explained somewhere and I was just trying to go too fast hahah.
I also did struggle with navigating the menus and settings without knowing the controls. Since they're keyboard-only and the key bindings aren't explained anywhere, it was a bit difficult to figure out how to navigate them at first. I'm guessing you're already aware of that, though!
The SFX, music, and art all work really well together, and as I said, the gameplay itself is really engaging. I think the core mechanic is very interesting, and the game definitely deserves to be developed further after the jam! Really enjoyed it, well done !
Thanks a lot! I'm really glad you enjoyed the glitches and the surprise of switching to a different character! :p
Funny enough, the Wizard is actually the strongest character imo. You can kite the enemies pretty easily, group them together, and then land a big AoE spell on them. But I've played the game hundreds of times while testing it, so maybe I've just gotten really good at playing him hahah. I can definitely understand why it felt harder at first, especially with the stopping mechanic!
And yeah, I totally agree about the boss hahah. I deliberately kept it pretty simple for the jam so that the game could be completed in a single run without making the ending too frustrating. But if I ever pick the project up again, the boss would definitely need to be much more interesting. Let's be honest, right now it's basically just a big HP sponge :p
Thanks again for playing and for the feedback!
Thanks a lot! Glad you enjoyed it! :p
Yeah, it can get pretty challenging quite quickly, especially if you're not used to this kind of gameplay. And If you made it 4 levels deep, you were actually pretty close to the boss which are at the 5th room hahah!
Thanks for playing my game and leaving a comment, I really appreciate it!
Thanks a lot! I'm glad you liked the intro, visuals, SFX, and how they all worked together with the theme!
Yeah, I'm aware that the game is a bit slow to get going, especially at the first Room (Its worst with the Ranger). That's definitely something I'd like to improve if I ever pick the project up again, probably by making the early progression a bit faster and more engaging.
Thanks again for playing and for the feedback, I really appreciate it! :p
You beat the boss with all three characters?! That's some dedication hahah! Since the character you get is random, I imagine you had to reload quite a few times to get the one you were looking for :p
Thanks a lot for such a detailed review! I'm really glad you enjoyed the overall feeling of the game, and especially that you noticed the progression through the glitches on the floor. I really wanted to avoid just putting a round counter on the UI and make the world itself reflect the progression.
The glitch effects were also a huge part of what I wanted to achieve. I had a lot more ideas for the story and the whole "glitchy space you end up in because of some weird disconnection" concept, I had to cut a LOT of things and I'm probably the first disappointing about it hahah.
About the standing-still mechanic, I actually think your idea of slowing the player down while charging could make the combat feel more engaging and fluid. I don't think the stop mechanic itself is necessarily bad, though. The idea was to create a commitment when attacking: the Knight can freely move while attacking because he's melee, while Mage needs time to incant a powerful spell, and an Archer needs to stay focused to aim properly. So I actually like the idea of having to choose when to attack and putting yourself at risk while doing it.
Your idea could definitely achieve the same philosophy while giving the player a little more control, though, and it's something I'd be willing to explore if I ever pick the project up again!
As for the upgrades, you actually figured out pretty much exactly how I play the game too hahah. Damage is my favorite for the Knight, while Attack Speed is really strong on the ranged characters, especially because it also reduces the downtime between attacks.
The funny thing is that I originally designed the whole game around the Knight. The Archer and Wizard were added later during development, so I didn't have time to properly build separate systems and stats for each character. They still share a lot of the same underlying logic, which definitely limits how different their gameplay can be.
Anyway, thanks again for actually playing all three characters and for taking the time to write such a detailed review! It really means a lot to me, I really appreciate your opinion about the game and I'm glad you enjoyed it despite all the compromises I had to make! (I'll play your game later in the day!)
Thanks a lot for the detailed feedback! I appreciate it! Your comment made my brain glitch a bit tho hahah :p
I made the game in just 5 days, completely solo, so you understand I had to make quite a few compromises and didn't even manage to implement 15% of what I imagined the game could eventually become :c (It's not an excuse tho ! :p)
The roguelike aspect is definitely one of those things. I had a lot more ideas for different attacks, enemy variations and more randomness between runs, but I simply didn't have enough time to implement them. As for the random elements currently in the game, only the characters and upgrades are randomized.
For the movement, though, I actually disagree a bit! Having to stop to attack was intentional. I wanted to prevent kiting and make positioning more important. Adding more enemies wouldn't necessarily make the game harder in the same way, since you could still just run around while attacking. It was meant to create a different kind of difficulty. Making the Knight unable to kite but simply making him tankier wouldn't be particularly interesting either.
And like you mentioned in point 2, Attack Speed also reduces the downtime between attacks, making the stop-to-attack mechanic less punishing. It's actually a pretty strong upgrade overall, although I think going full Damage is better for the Knight.
I'm honestly a bit disappointed with the balance and the coherence of the game world myself, but well... It's still just a prototype :p
And thanks for the kind words about the glitch effects! That was probably the part I had the most fun working on, even though shaders are a pain in the ass hahah. I also tried to add some glitch effects to the monsters, but it wasn't really worth the time I had left :c
It's the most unstable game for an unstable game jam! I'm really impressed by the work you've done on this one. The gameplay is quite simple, but the way you've integrated the SFX and music is really well done, and the game is so easy to understand thanks to the amazing art!
This is definitely the best game I've played in this game jam so far (though I haven't played all 400+ games yet hahah)
Honestly, I really enjoyed the game and have quite a few things to say about it.
I really loved the normal TV section. The movement feels great, especially the double jumps between the walls. The up/down TV was really difficult to get used to, but I actually really enjoyed the inertia too!
Buuuuut... I wasn't a big fan of the gun and dash sections. They fit the unstable theme really well, but the movement felt a bit off to me. I guess that's probably just personal preference though!
The diegetic tutorial works really well! The only thing I found confusing at first was figuring out what was actually interactable.
I also love the idea of the dead TV sprites, but I'd probably limit the number of them. I'm pretty bad at the game, and in the last up/down section I had so many dead sprites that I could barely see the spikes anymore :c
Overall, really enjoyed it! Congrats!
Do you mean the art/design? Yeah, unfortunately, I’m not very good at art, and I was working solo for this game jam :c
It’s really difficult to find assets that fit your main idea. As for the gameplay, though, I actually think it could tie really well into the unstable theme. I just couldn’t implement all the ideas I had in mind and ended up keeping only the basics. Nine days is pretty short, especially since I couldn’t work on the game every day :c
I’ll do my best to improve on that for the next one. Thanks for playing my game!
Thanks a lot ! Yeah, I ran out of time, but I really want to flesh out the story and see what I can do with this prototype. People seem to really like the glitch effects, and since shaders are a pain in the ass, I couldn't implement all the ideas I had for them.
I really appreciate you pointing the fact it could be a cool little game. Maybe I'll give it another shot and turn it into a small game. Thanks for playing !
I'm not sure what you mean exactly by how the upgrade system works, so let me explain it in more detail.
Every time you clear a room, two random upgrades spawn: +Max HP, +HP, +Attack Speed, or +Damage. (That's all the actual upgrades)
Once they appear, you have to walk up to the one you want and press F, as shown below the rewards, to pick it up.
Hope that clears things up! Thanks for giving my game a shot!
Thanks for playing my game! Yeah, the balance is a bit off, especially with the Ranger. He’s probably the easiest class to beat the boss with, but he requires a bit of patience.
I added a cooldown on the early 9th days to his basic attack because he was way too strong (the Mage too) compared to the Knight. Unfortunately, I didn’t have enough time to properly balance everything.
As for the enemy you mentioned, the Ghost: he has a few frames where he stops moving, so you have to wait for that pause and then go all out while he’s vulnerable. He’s not really a threat otherwise since he just moves around randomly without actually focusing on the player.
And yeah, nitpicking a game made in a 9-day game jam is... fair enough, I’m joking! 😂
I really appreciate the honest feedback. It helps me improve, so thanks!
I really enjoyed the different gameplay mechanics and the fact that you’re forced to play all three characters. The voice acting is also amazing!
I was just a little disappointed by the ending after destroying the crystal. I’d been working toward that goal for the whole game, so I my gamer spirit was expecting some kind of epic finale rather than a cliffhanger end hahah

