Sorry about the death sound - I guess I should have died more often in my own game to catch that 😅. You’re right, it was way too loud, so I lowered it by -12.0 dB for the post-voting update. Glad you enjoyed the delayed attack mechanic.
Chris
Creator of
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Thanks a lot. Glad you enjoyed it 😊 Yeah, the ghost/decoy is intentionally out of your control since we wanted to keep the input simple and not overload with buttons. Right now it spawns randomly with a 5s cooldown. The idea was that it fits with the delayed sword mechanic — like your body and sword are sometimes lagging behind in time. That ‘time glitch’ vibe felt neat to us, so we kept it
Thanks a lot. 😄 I never thought of the sword as a mine, but you’re absolutely right if you think about it. We kind of stumbled into that design while implementing the delayed sword hit — funny how it turned into a 'mine mechanic' by accident! About the dash: yeah, sometimes the collision boxes are a bit in our favor while dashing, so it can feel inconsistent
Really enjoyed this one! The storytelling is strong and gives the platforming a lot of purpose. The nightly loop is simple but works really well, and the time pressure adds a nice layer of urgency that kept me engaged.
The platforming itself is simple and good — you really feel the push to hurry because of the timer and the narrative stakes.
The art style and dialogue scenes are super charming and tie the whole experience together.
Overall, a heartfelt and well-crafted jam game that balances story and gameplay beautifully. Great work.
Very cute art style that immediately pulls you in — the visuals give the game a lot of charm.
The music and SFX are spot-on and add so much to the overall atmosphere.
I really liked the tension of going for the bonus points in the risky zone — since one mistake can cost the whole run, every decision feels meaningful.
Overall, a great and polished game that kept me hooked
Thanks a lot for playing and for the feedback. Glad you enjoyed the challeng.
The doors actually have three states: closed, peeking, and open. The peeking state is a little stealth mechanic so you can look behind a door without being spotted from the other side. Some doors are also lever-controlled, meaning they only open/close with a lever, but you can still peek behind them.
About the levels: we split Level 3 & 4 pretty late in the jam, so they both ended up on the same map. Each time, a different building gets unlocked. Totally get how that was confusing when you entered Level 3 and saw "Level 4" written on one of the buildings 😅
Thanks a lot for playing and for the kind words.
Yeah, the last level is the only one with multiple cookie stashes to loot, and that part is a bit broken right now. You can still "call it complete" yourself once you’ve grabbed all the cookies and escape.
We named it “Concept” because it was actually our very first idea of how levels could look.
Hey! We actually had a very similar core idea at the start of the jam but ended up going in a different direction — so it was really fun to see your take on it! 😄 Also, we definitely considered the name Ouroboros too — such a perfect fit for a looping snake concept.
Really nice execution overall! The different game modes were a great touch, and I loved how the art and music complemented the gameplay — everything felt very cohesive and polished. Great job!
Thanks so much for the kind words and for playing.
Really appreciate the love for the art style — I’ll pass that on to our artist, who poured literal blood and sweat into every pixel. Your Oddworld comparison will make their day!
Interesting point about level 2 — after testing it a lot ourselves, it didn’t feel too hard anymore, but I can totally see how it might be a bit much early on for new players. As a little tip: you don’t need to meet your ghost mid-air — just ride it from the beginning and jump off after it hits the electric trap. Makes it way easier! 😄
Super happy you enjoyed the mechanic. Let us know if you beat any of the dev times — we’re watching
Really loved the art — super polished and stylish!
The game delivers a fun bullet hell experience with some great enemy design and attack patterns that kept me on my toes.
The WASD-only input (with automatic shooting) makes it feel a bit too simple for my taste, though I get that it fits the chaotic, random upgrade theme. Maybe adding some manual control or player-triggered abilities could deepen the gameplay loop.
Still, it’s a well-executed and enjoyable experience — nice work!
Great job for your first game jam — seriously impressive!
I really loved the charming art style; it gives the whole game a lot of personality. You’ve clearly put in a lot of heart, and it shows.
Some feedback to help improve it further:
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The terrain collision feels a bit clunky, as the player sometimes gets stuck — switching to
move_and_slidemight help with smoother movement. -
I managed to reach the frog stage (awesome idea!), but sadly I died on the logs and got sent all the way back to the start. That felt a bit punishing — a checkpoint system would have helped maintain motivation.
All in all, it’s a fun little experience with a lot of potential. Congrats on finishing your first game — that’s a huge achievement in itself! 🐸🎉
Great job for your first game jam — seriously impressive!
I really loved the charming art style; it gives the whole game a lot of personality. You’ve clearly put in a lot of heart, and it shows.
Some feedback to help improve it further:
-
The terrain collision feels a bit clunky, as the player sometimes gets stuck — switching to
move_and_slidemight help with smoother movement. -
I managed to reach the frog stage (awesome idea!), but sadly I died on the logs and got sent all the way back to the start. That felt a bit punishing — a checkpoint system would have helped maintain motivation.
All in all, it’s a fun little experience with a lot of potential. Congrats on finishing your first game — that’s a huge achievement in itself! 🐸🎉
Absolutely loved the art style — it’s outstanding!
The character design and overall aesthetic are super charming, and the narrative tone (especially with the sarcastic skull staff) adds a lot of personality. It really feels like the work of an artist stepping into game development, and for that: huge respect — you’ve done a great job bringing the world to life.
Gameplay-wise, it’s pretty simple, but that’s totally okay given the jam context and the clear artistic focus. Unfortunately, I encountered a bug after the first choice before the ex-girlfriend - I could still shoot but couldn’t move anymore, so I couldn’t progress past that point.
Despite that, I had a great time with what I could play. I’d love to see a post-jam version or a continuation of this concept. Great job!
Really cool concept and fun interpretation of the "loop" theme!
It was genuinely satisfying to discover the different interactions between turrets. The chaining reactions felt great — watching a well-placed setup trigger a cascade of attacks was super enjoyable and captured the idea of recursion and loops perfectly.
That said, once I discovered that placing two green turrets facing each other creates an infinite bullet loop, the difficulty dropped significantly. This setup made it easy to create endless bullet streams on straight paths, which removed some of the challenge.
Also, I found the turret placement controls a bit clunky — I personally would have preferred mouse-based placement for more precision. Activating turrets manually was fine and seemed to fit the game’s style, but moving and placing them felt a bit awkward.
Still, the core mechanic of chaining turret effects was really creative and fun. Great job overall!
Great interpretation of the "loop" theme!
I really liked the mechanic of circling around enemies to entangle them — it's a fun and original take on looping. That said, the looping felt a bit finicky at times, and I often found myself panic-dashing over enemies rather than making clean loops. Limiting the loop detection to four sectors was a smart decision to keep it manageable.
It took me a moment to spot the seahorse enemies along the shore, but once I did, it all clicked. I got overwhelmed on my first run but managed to beat the game on my second try.
Also, I loved the ending comic scene — super charming and a great reward for finishing the game!
Really cool interpretation of the "loop" theme!
The concept of tying knots with a rope is super creative and fits the theme well. It was funny and satisfying to see how small hiccups happen when overlapping the rope to form knots — I assume that's when the game calculates whether the rope is placed and looped correctly.
Level 6 took me 5 tries to get right — definitely a good challenge!
At level 3, I initially failed the loop task and got stuck because I didn’t realize I could undo the drawing with the back key. Maybe a small hint or visual cue about the undo option would help new players avoid that confusion.
Overall, a great experience — I really enjoyed it and managed to finish all 8 levels. Nicely done!
Thanks so much for the kind words and thoughtful feedback.
You're right - the belt overflowing is actually part of the intended challenge. The idea is that the output machines are intentionally slower than the input, so you have to stay on your toes and keep the flow under control as best you can.
I totally agree that it’s not always clear which items need to be color-coded and which should be swept away. That’s definitely something I’ll i should improve.
Really glad you enjoyed the concept and theme - thanks again for playing and taking the time to leave feedback.







