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BitShaper

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A member registered Jan 25, 2021 · View creator page →

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Lol, thanks to your brother for the feedback!

Excellent UI and sound design! I'll admit, it took me a while to get into the flow of following a single set of instructions, but once I got used to it I got faster.

I liked the multi-path options for inputting instructions that could break the player out of a set storyline! II only got the AI and Kell endings, but I want to figure out the Ash ending when I've got more time.

Excellent submission overall!

Thanks! Admittedly, I bit off a bit more than I could chew by using Unity's new UI system, and spent way more time trying to get the basics working than I should have

Lol, thanks! I'm glad you enjoyed it so thoroughly!

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I love games that pull magic tricks like this! It's short, but it leaves an impact. I enjoyed the experience!

The beginning and end text prompts could use a bit of editing for clarity, but otherwise everything else is impressive.

I hope your game gets more attention!

Rate In Which A Surprising Amount Of Magnets Escape And Must Be Stopped by DaBurgerBandit, BitShaper for Brackeys Game Jam 2026.2 - itch.io

I've got another one for you if you're willing to rate it! I've already rated your game, and had fun with it :)

I loved the art and animations! I noped everyone on my first run and I think that ended up being a wise choice.

I also enjoyed the writing for the explanations each encounter gives you too :)

Excellent visuals, polished UI, and an engagingly complex system! Very well executed!

I'm still trying to figure out the best way to optimize antidote research progress, and I think I need a better understanding of what constitutes a sign of infection besides the little green illness pop-ups around them.

I enjoyed your game! Short, sweet, and simple!

If you could review our as well, that would be much appreciated!

In Which A Surprising Amount Of Magnets Escape And Must Be Stopped by DaBurgerBandit, BitShaper

The visuals were super adorable! Excellent choice! 

People have already mentioned the UI and collision issues, but I had fun exploring the world! The wizard was untrustworthy, just like the villagers said!

(I'll be petitioning the council of pixelated wizarding elders to revoke his membership forthwith.)

This was fun! The actions felt snappy, the challenge of fending off dinosaurs AND alien invaders was interesting, and I only made it to day 4!

I'll definitely be coming back to this to try and finish building the ship!

Happy you liked it! Thanks for playing!

These are some of the most polished UI visuals I've ever seen in a game jam! I also liked all the character/disguise designs!

The surprise of the attacker always felt super sneaky, and it really kept me on my toes. I managed to get all 10 targets eliminated though!

In Which A Surprising Amount Of Magnets Escape And Must Be Stopped by DaBurgerBandit, BitShaper

Already rated your game! We're looking for feedback on ours.

This was fun! I'm not quite sure what my score was because I stopped paying attention as things got faster. Plus, it says it was 0 at the end.

I enjoyed the intensity of dodging people in the hallways as the pace increased. The visuals were nicely polished too!

I tried to find the shapeshifter, but each person seemed to give correct answers. The thermal goggles didn't reveal any identifying information either. 

I enjoyed the design of the little characters! Especially the watermelon-headed potato people :)

Lol, excellent fakeout! I tried it four or five times before realizing the twist.

We're looking for some more feedback on ours! Thanks!

In Which A Surprising Amount Of Magnets Escape And Must Be Stopped by DaBurgerBandit, BitShaper

Excellent visuals, a fun shooting challenge, and I like the dynamic of being either betrayed by your npc partner or being able to betray them in turn just to get more money!

In my limited run, I didn't feel like I got anywhere other than to have everyone point out that Gregory was behaving strangely, which I figured out when I talked to him first. Unfortunately, I ran out of time before I found anything useful. 

Using the keyboard to choose a dialogue option and then the mouse to pick it feels a bit too disconnected to feel intuitive.

I liked the fact that the NPCs stopped moving when you got close to talk with them, and it was fun seeing the footprints on the ground behind me as I walked.

This was fun! I was drawn in by the charismatic little blue dude asking me to click him :)

Cute art! I liked getting the little snail and the blue character. I wish the biscuit clicker game kept my high score and allowed me to spam click just like other cookie clickers.

I liked the capsule character with the cap! A very cute design

I had to quit after I hit 10 deaths because clearly the rage game and I weren't going to get along.

A cool take on the theme! I like that each NPC has their own accessories and everything.

I'll admit it took me way too long to shoot the killer on the first level, and I had a pile of red goo on the floor before I managed to hit him 😅 

Thanks for the feedback floofyboyo11! 

Pretty much all the art credit goes to my brother, DaBurgerBandit!

Getting faster was definitely something we wanted to implement, but I guess the solution we tried near the end didn't have the effect we hoped. Currently we have multiple spawners that each have a different delay on each of them before they get started, and then they spawn at semi-regular intervals afterwards. If we add more spawners, but with greater initial delays, then we can easily make faster and faster overall spawn rates.

Thanks for playing! I'm glad you enjoyed it!

Credit to AidenCC for the music & SFX work.

Hey thanks! I was a little self-conscious about the art because I've never done it before and kind of had to rush some of it. I'm glad you liked the style!

This was fun! I thought the premise was cute too!

Unfortunately, level 10 didn't load for me. BUT, in those 10 levels, I managed to get a feel for the attack controls and soon felt like some kind of ninja vampire!

Very nicely done! The graphical design is perfect for procedural generation and the gameplay is simple in a way that gets the player more and more excited the faster they go. I enjoyed it!

No Limits indeed! The choice of random sound effects, and the faces on Dr. X. Treme are awesome!

I like the concept of the game itself too. Keeping your options open for an unknown future, while working to accommodate the decisions you've made in the past. It's a metaphor for something I'm sure of it.

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Made it to level 12 using only goat heads!

Hey! You made it to space! I didn't think many people would have the patience to ride the bombs that high... Congrats!

Yeah, this game proved to need a lot more fine-tuning than I expected. I have spawners ahead of the player on the X and Y axis, but I realized too late that I should have some behind the player as well for when they fall. 

If I return to this project, I definitely want to add more obstacles (The sun to melt wax wings, aliens to abduct you, more traps to catch you, more boosts, more environments, etc.) that interact with different player upgrades. (non-wax wings, more energy, stronger flying, etc.)

Thank you very much!

Thanks! I'm glad he was bouncy for you :)

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My poor hand! An option to hold the key/click and just repeat the action would go a long way to improving the experience here. I had to learn that while testing my own game. 

The visuals where nicely put together and the miner is cute. I enjoy mining games in general and I had fun with this one. Excellent job for putting it together in 3-4 days!

Thank you very much! I'm glad you liked it. If I can get touch and gyroscope input working, then I'll definitely be making a mobile build :D

I'm glad you liked it! Thanks for the feedback

The visuals and the audio are wonderfully put together! After a week, the amount of polish your team was able to give the audio was very impressive. The particle effects, lighting, and monochromatic palette all came together to form a neat cohesive experience.

The gameplay is a bit easy to cheese by simply spamming right-click once you unlock the ability, but it's fun shooting monsters all the same. 

I applaud the ambitious use of voiceover for a project like this. However, it felt like the dialogue felt a bit pretentious and long-winded to listen to in between every fight. Plus, I just spent the fight shooting a bunch of blob monsters, so taking things that seriously isn't easy in context.

Overall, this is a very well made game! I had fun popping the ichor wraiths.

It was fun! Once I figured out, I was basically driving a car from a birds-eye view everything clicked. 

My only gripe would have to be the rough walls which can snag the player in awkward ways. If the colliders were smoothed out, it'd be a lot easier to course-correct using the challenging control scheme. 

Otherwise, everything felt like it was put together well! Nicely done!

Thanks for the feedback!

You're right, the dive is a "booster" in code because it temporarily raises the velocity limit. It's called "Dive" because it provides a double boost downwards. 

I had considered only providing left, right, and dive actions, but I discovered that made it too easy to accidentally swim into an obstacle if the player pushed themselves downward. Player movement has momentum underwater, and the best way to slow down is by pushing yourself in the opposite direction. 

I'm glad you had fun!