спасибо бро
Ciretrus
Creator of
Recent community posts
I I meant that moment at the beginning when the game taught you that you couldn't pass where the trees were. Then, seeing three in a row threw me off because I didn't immediately notice there were also three on the right. Maybe I'm just nitpicking because I was being inattentive and didn't see it right away, but I’m speaking from the perspective of a "player," so I'm just sharing how it felt to me. Great game after all

I wanted to do that, but inside Unity itself, I couldn't configure the game correctly so that the window would display properly. Even if the itch.io screen was full-screen, the game itself would have stayed in a small window. So, I compromised and made the screen on itch.io (and consequently in Unity) a bit larger. I am really sorry for that
The concept is magnificent, you hit the theme spot on, there are sounds and they're great, the design is cool, and the level design is fire. Just need to improve the cube controls a bit—they feel a bit weird and grabbing them is kind of clunky—but for a 3-day jam, it's brilliant. Also, you should've added a restart before the beginning of a new room (but you already mentioned in a previous comment that you didn't have time for that). It turned out to be a very good game, I really enjoyed playing it.
Simple runner. It's cool that you added sounds to the game, because many people forget about them. But you should have at least thought about a score system and a game over screen, rather than just restarting the game instantly when you lose. The gameplay is fun, but sometimes it's physically impossible to jump over two obstacles in a row. And for the future, try to improve the design a bit, because right now it’s pretty minimal.
It reminded me of Katana ZERO. Honestly, this is a very cool game for a 3-day jam. The whole experience felt cohesive, but the ending... it could have been better. Just slapping a "The End" screen and an exit button after everything I just played through is a bit of a letdown. The design is consistent, it's got that "juice," and everything is great - even considering there was quite a bit of AI used.
Great demo! I liked the way you worked with the sounds; they are excellently done, especially with the fatigue removed from the main menu audio. The theme is well-maintained, the puzzles are interesting, and the movement is unique—though I wouldn't call it bad. The transitions and animations are very high quality; I really enjoyed it. For a 3-day game jam, it's top-tier. The only downside was the level with the trees, which felt a bit strange. On one hand, they were supposed to block the path, so it felt like it broke their purpose a bit when you could just pass through them, but that's just nitpicking.
Next time, leave some hints on the game page or in the game itself, because it wasn't clear that you had to press the Z button, anyway dialogs look good. It's cool that you made the sounds switch with the eras and created different locations. But the character itself lacks volume. it shouldn't just be an egg. You can't do much in 3 days, but next time, at least make the character a good-looking egg - after all, the player will be looking at it most of the time.
The game is cool, it’s got style and sounds too. But there are some flaws. What happens after the banana bread is ready? - Nothing happened for me, the enemies just disappeared and power-ups kept spawning. Bonuses spawn even under the cave, making them impossible to reach; maybe you should have added specific spawn points. Overall the game is decent, but also look into how to normalize the character's speed so the player can't move up and left at the same time to get double speed.
Very cool puzzle mechanics for just 3 days of work. You really feel like you're "beating" the game when you find a physical solution to the puzzles. I didn't quite understand how the game connects to the jam's theme (maybe I just didn't get to that point because of a skill issue), except for the banana, of course


