There is for sure a steep learning curve, and once you get going there ends up being some fatigue to it. If the streak gets high enough, the timer can kind of end up too big to fail. I could potentially remove the prompt and subtract seconds when an invalid time is submitted after a certain amount of completions.
Bobap
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I actually added the prompt because I was 100% sure while testing that I had the time right, but clearly my code wasn't accepting it. Turns out that every time I had set the clock wrong and the code was working as intended. I felt the prompt was necessary to keep players from raging at the game.
I was considering difficulties initially, and may add them in later. It would adjust the timer, hand movespeed, and maybe include number markers and the prompt being on/off. Just some small stuff to create the ideal challenge.
My first 5/5 rating across the board. Excellent work. I love that there are red herrings to find (I tried the Indy strat.) Even after finding the "solution" there's more to figure out. The art is adorable. The audio is great (love the "rewind explosion" sound.) Amazing use of theme. No fat on this one, nothing extraneous, just a great game.
I've had a similar sorting issue before. My workaround was to collect all the clicked objects on interact, then loop through them, and return the object with the highest z-sort value. If the sorting is being done by hierarchy, it might be easiest to automatically assign an increasing value on spawn to reference for interacts.
This is an incredible game. The mechanic you came up with creates very dynamic and interesting puzzles that actually feel self-inflicted. Very decision driven and relies heavily on player skill. Flawless use of the theme as well, bravo.
It would be really helpful to be able to move the pieces around that you placed in the current round, or at least have a reset round/undo action button in case you misclick or see something new while setting up your chain.
Seems like if there are 2 chains tied for longest chain it ends up picking the lower numbered chain (IE it would choose 1-2 instead of 5-6.) Potentially it's using a different tie-break method, and I just got unlucky. Also thinking about it, that may be better for strategizing going forward to the next level, but score-wise feels kinda bad in the moment.
This is a fantastic concept. I was initially playing around with a similar concept using analogue clocks.
The UI is very rough, but the UX was pretty smooth. It's weird that the "next" card is halfway off the screen, it seems unintentional. Would be really cool to see this with just a bit of UI polish.
Not sure I quite grasped how to kill enemies, looked like the attack overlapped but nothing happened. Having a health pool instead of 1 shot kill would be helpful. Just an important nitpick, 2.5d is when you can move in the depth field of a 2d game (like Little Big Planet), this style is considered isometric.
Aside from always losing money, the concept is great and the execution is well done. It's a fantastic use of theme. I'm sure you figured this out by now, but the bug is that all of the paid price for the item is subtracted, but only the "profit" portion of the transaction gets added back instead of the full sell price.
First of all, and I know this is kind of hypocritical given my entry, but why are we still using the arrow keys as default controls in 2026? WASD has been in use for nearly three decades now.
There's a lot here that seems to have been developed with a different game in mind. A ton of bloat for what it ends up being. Given how short the game is (only needing a few days and a couple of workers) it seems odd there was a whole economy and worker placement affinity system constructed when it would have been the same game otherwise. Just have preset locations for the few workers you end up needing and remove the coins entirely since I didn't interact with them in any meaningful way. They're not a limitation and barely even a requirement, they just exist in the background. The main driving point could have been the stages of the beetle growth and it would have landed the same.
I'm not sure how to feel about this whole submission. Something just feels very wrong about it. A lot was done that didn't serve the game in any way and that's not typically how the priority or even time management structure works during a time limited game jam structure.
Very good game. The feedback from firing the gun is awesome. I love the shop upgrades. The bullet casings on the ground are such a fantastic detail. Since the gun seems like a revolver the way it reloads, it may be cool to "eject" the empty shells once the reload starts rather than each time the gun is fired.
Now for the critiques: the embed size is far too large. I had to zoom out my webpage just to see the edges of the embed.
It's frustrating that the day starts with the gun empty every time and seems like a bug.
The enemies get "stuck" on the player once they start attacking and feels bad trying to get away from them when that happens. Could have them bounce back after attacking, or at the very least slow their movement briefly, so it's not an instadeath when they get to you. Also a cooldown on them dealing damage. It feels weird that they sometimes don't damage you when they bump you, but also when they do "connect" they seem to hit like 20x a second.
Movement speed is WAY too high. They player character felt uncontrollable most of the time. Movespeed as an upgrade would be interesting, but mainly lower movespeed across the board with a smaller map and higher values for scaling the timer I think would make for more dynamic gameplay and better exploration.
PS I think the "heal" shop option is bugged. Didn't seem to take coins.
Love this game. Perfectly fits the theme. Would be nice to have some sort of markings/symbols in addition to the colors since some of them are very close to each other, but more importantly it would help with colorblindness. Initially it seems like having more people show up as you play would make it easier to find the colors you need, but it's quite the opposite. Very well done difficulty scaling. My biggest gripe was the z-sorting seems to be opposite of the interaction layers. IE it always seems to pick up the person visually in the back, rather than the front.
Cute concept. Found out quick that you cant have two potions running at once. A couple of bugs to note, I couldn't figure out how to close out of the settings menu and rebinding keys didn't seem to work. I reset the game while in the air and was permanently stuck in a floating state, unable to jump.
Well executed survival game. Was confused at first by the background design which looked like it would have some sort of collision instead of just being a texture. The stutter when enemies take damage is a nice touch, but would have also liked to see them flash red or something else as feedback for damage. Found out that you can shoot enemy projectiles to destroy them, not sure if it's a feature or a bug though.



