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clem

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A member registered Jan 26, 2026 · View creator page →

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Thanks man, appreciate it. Yeah i realized too late that you could do both a web build and a native build on itch, was my first game jam rip.
I noticed with some people, it should stabilize quite a bit after playing a minute or so once the particle and other shader effects have all loaded in the first time and are cached. Regardless, appreciate you giving it a shot.

Finally beat it lol. I do really like the idea of making every shot high stakes (N targets, N bullets). But you'd probably need to think about what should happen then if they waste a bullet, do you restart, do you give some high skill way to earn your bullet back, etc. Because right now if you miss, you know your round is over but the game just kinda keeps going. Also the movement felt great, solid character controller. Congrats on your first game, was the same for me!

Props for going for a soulslike in a game jam (I did something similar), and for trying to embed it in a narrative that fits the theme. Clever idea to make the timer also be your health.

Very cute and clever idea. Almost like adding an RTS layer onto a dating sim, or at least starting to flirt with that as an idea. I also love the double entendre of like, you're down for this count lol.

I love the idea of a post apocalyptic drive. Really strong cozy-horror potential. The anomalies are sick, does a lot with a little for fortifying the atmosphere

Yeah for sure not for a jam. Your scope here was perfect, more so meant if you were to expand it or revisit the idea with more time/resources.

Thanks for playing. I will definitely tune it after the jam as it's been very hard for some people (I did the classic zero playtesting and am good at my own game thing). For what its worth if you ever feel like trying it again you can cheese it by just spamming the parry since I don't actually lock it out

Found this from a streamer who played both our games back to back!

I really dig the moody atmosphere and the narrative framing of losing powers to make the platforming more deadly. It would be super hard to pull off but I could really imagine this idea expanding out into a sort of reverse metroidvania.

Thanks man, means a lot!

I'm not sure what exactly i'd prescribe, but i can say what I felt at times was that I was running out of bullets not necessarily from my own fault but more from rng. Like it felt like there's an iteration on the AI/level design that's not even too different but that would feel more fair if you ran out of bullets, bc you'd be like 'yeah I could've managed my movement/shooting better'. Ofc take it with a grain of salt, like I said it could just be a skill issue on me.

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Thanks for trying it! Actually you should be able to skip it but i could've made that clearer. If you hit spacebar or left click any time after the death screen starts it should pop the menu button early and you can just go back and restart should be pretty quick. Same if you kill the count you can skip through the title drops into the next level.

And yeah sorry I didn't have much time to try to optimize the web build, and I actually didn't realize until too late that you can have both a web build and a download 😭.  This was my first jam and upload to itch

Holy fucking aura. That was so metal. I'm reeling.

Game is gorgeous. The hands and shaders are really well done. Might have to swipe a cheeky tenner to buy the full version one day.

Pretty fun, honestly trying to bait them into the bombs to optimize your bullets is really fun and an interesting mechanic in general. Maybe didn't execute it perfectly (or maybe just skill issue), but I can see the idea clearly

Simple idea but paves way for some pretty juicy puzzles. Also the art/audio is so well done, its a joy to interact with.

Okay actually so clever, and fun. Kinda tickles the brain. I really wonder what it would feel like if it was instead hold keys to keep fingers closed, feel like this could be more difficult physically but more intuitive mentally, my gut says it would feel really good but you never know without actually trying it.

Thanks for playing! Yeah I wish I had had time to add an easier mode for more power fantasy, or more cues to help the player.

Yeah pretty much, for the death I basically duplicate the two actors to their own render layer, then there's a special camera that only sees that layer that has its own custom environment and lighting. Glad you liked it!

Found this game because its named the same as mine, and we had a funny mix up with a streamer where he thought both of us in chat were suggesting the same game. Tried to explain but not sure he'll put it together. In any case wanted to come check out my name twin.

This game is actually sick, very unique and fun way to pull on the reaction-time + aim-train dopamine. The tutorial is actually really good, goes a long way to ease you on board, could imagine without it you might thing its more complicated than it is, nice touch for a jam

Yeah I crunched at the last minute to try to get a web build up hoping it would get more plays than a download, but clearly it just melts some computers rip, wish I had had time to optimize the web build. I think you'd also like some of the other effects if it didn't lag so much for you that you couldn't progress, just in case you ever come back to it. Thank you for playing and streaming it!

I'm surprised no one's thought of this, or maybe they have and i've missed it, but its a very simple primary mechanic that is immediately intuitive. Very fun and super well polished

Game is very simple, but polished. I think it'll appeal to people that pride their typing (as one myself), as they'll want to prove they can beat it lol. The natural reprieve at 'six' is satisfying.

Fwiw I played this on mac using crossover and it worked perfect.

So simple and clever. Tbh one of the few games I've played so far actually using count down in a way that is mechanically interesting by actually opening up the potential puzzle combinatorics. 

I'm all for this carb loaded 2048

Idea is actually super creative. I wasn't sure if there was some way to interpret the red during the dark phases as a way to one shot levels blind, nonethelss was fun to keep working through

Okay actually really fun. Time pressure is extremely tight but loop is short, kind of addicting to try "one more time."

Honestly super creative take on terminal-style puzzle games, and this one actually makes interesting puzzles with really just forward and backward as the input. I could see this idea expanded a lot. Also sound design is great, the clicks feel perfect

Yeah I totally hear you. If I had more time I would've playtested more and realized I should've made it more forgiving, or given more obvious cues rather than just rely on player reading their animation. Fwiw if you do ever try it again, try parrying earlier than you think since you'll get more grace that way. Thanks for playing

Think it might've bugged out for me, I had the money but it wouldn't let me leave with the car, and I ran out of time but nothing happened and I was still able to explore haha. I dig the synthwavey hotline miami vibe.

Wow very vibey and meditative, feels like a very deliberate mood you went for. Wish I could play a giant hires full screen version. Are you using a voronoi shader to compute the shard boundaries?

I wanna understand this better bc something about it intrigues me, but i'm not sure i fully get it. I like the cold open, does a lot with a little to get you interested, I also quite like the cute weird simplified enemies. The combat feels quite punishing or unintuitive to me, I kept dying until i just started spamming kick which seems to stunlock most enemies, but couldn't get passed the boss after a couple tries.

Took me a sec, but then was actually more fun than I was expecting. Basically like testing your timing + how good your understanding of the arc trajectories are, which is satisfying bc they're physics driven

Love the visuals. Idea is funny and there's actually a game there. Honestly with multiplayer and some more gimmicks, might lowkey be a friendslop banger

Holy juice. Extremely clean, extremely satisfying. My heart when the combo is slipping away and I suddenly remember that 9 is one less than 10. 

Never expected a font change to go so hard. Art is awesome, gameplay is simple and fun. Tbh i'm still not sure if I was supposed to shoot those other orbs in the dracula fight or not, but loved his poor little death screen.

Thank you for the feedback. Honestly means so much to me that you want to critique it that thoughtfully, lets me know you can really see it. Yeah I wish I had more time to properly stress test the browser version, and across different machines, unfortunately just started getting too close to the wire, running natively it is a lot better and I imagine would be on more machines, plus there's probably some low hanging optimization fruit. I totally agree with all your critiques, from the tuning to the features to the experimentation, its all stuff I would've explored much more if I had more time, hopefully still will. Thanks again

Aight, damn yeah this one is legit. Actually feels like a full polished clever game, not just a proof of concept. Puzzles actually start to engage quickly, the "ohh okay i see" is there pretty much from the drop, and the polish is crazy impressive. Super fun and satisfying.

I am a huge sucker for the weird creepy guy behind the table genre (inscryption, buckshot). But this game hits regardless. Cards sound so good, atmosphere is great, and genuinely the game is very fun and challenging, also has an actual tutorial which i feel like is impressive for a jam.

I don't know why but i laughed so hard when the hand turned that way for the thumbs down. Simple and effective demo, would be cool to see this concept pushed further like papers please, but with this narrative would be awesome.

I honestly did not expect flinging these little guys off to feel so good. Game has the juice, loop is simple and satisfying.

Jimonthy no!

Cute game, fun and simple, honestly kind of addicting. I wonder if it might be interesting try removing the cooldowns, and making hitting the static asteroids a failure (jimothy smashing too hard). I felt myself wanting to play it that way. Background and contrast is a bit harsh on the eyes is one critique, might be hard for some people