This is one of the best incremental games in the whole jam. I really like the concept, it's pretty funny and I like how the map looks with the dwarf king sitting right under king arthur. The art style and music are also great and the gameplay is very polished imo. Also optimised very well. I didn't want to stop; I maxed out every single upgrade before I decided to. Seeing the dwarves haul the rocks into the smithy which shatters the rocks into ore and smelts them is so goddamn cool. All that's missing is a sound effect while it smelts.
Maybe one thing you should change is regarding goblins; first of all it's very cool early on how goblins run in and steal a bunch of your hard earned rocks and then bugger off. However, imo the sudden change to a green sky doesn't look very good. Maybe a goblin horn could be a good indicator instead? Also it'd be nice if the goblins became a bigger threat the more time goes on, since later on they didn't really pose much of a threat at all (i had so much ore being mined that I couldn't even smelt it all) And then maybe add some purchasable dwarf warriors to fend off these stronger goblins maybe? Lastly, adding an upgrade tree to make the cursor more powerful when manually mining would be sweet
I hope you do continue working on this because it's so good and I really did enjoy it!
Clumsy103
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Super simple but fun game, I really like the bright colours and simple textures with the grid pattern. Reminded me of old nintendo games like advance wars. The sound effects are funny and I think the puzzles are very well thought out. But also the animations, the rewind button, and the transition from one level to the next is super smooth so major props to you. Great job!
Really well done, 5 stars on all fronts! It really feels like a fleshed out game! I like the variety in different builds you can have and manage. How if you lose a walker they're permanently gone, and at the end it shows all your stats. It's got a lot of charm.
- I guess my main complaint is that I never understood the item mechanic. It said "can equip melee / mage / range weapons but I never figured out how for my entire playthrough.
- Also the tips when choosing a walker like "deals no damage but poisons things" is very helpful but once you've picked a walker it doesn't get displayed anymore, and it would be handy to show that information.
- Lastly this might be just me but I spent ages trying to swap a walker from position 4 in my line-up with a walker from my inventory, and after a while I realised that it only swaps the walker in the front of your line-up. It would be nice if that was a bit more clear.
My winning run was pretty much singlehandedly because I had a walker pray at a statue and become extremely powerful. He absolutely melted the enemies which I'm not complaining about but it did trivialise the game lol. Either way I hope this feedback can help in any way to make this game even better because it's already really good.
The art style and music made this stand out really well! I really love the mini-map as well as the music that plays during the puzzles. Also the mechanics are ridiculously simple but there's so much that you were able to do with them and it felt like most puzzles had multiple ways to beat them so I felt more special after discovering them. There were moments where everything clicked which is exactly what you want in this type of game. 5 stars all around, but maybe my only criticism is that it feels a bit jarring when you finish a puzzle because it instantly sends you to the minimap plus the music that plays there is so different in tone from the puzzle music. But overall you did amazingly.
Good first jam game. I think the concept is nice and really creative; cool to see a stealth game. And it's fun to do objectives without him seeing. Also the art is cute especially the cover art. Some of my issues were;
- I don't like how the task bar pops up at the start of the game while the game is un-paused (usually the task bar pauses the game) and if you forgot which key closes the task bar then it'd be nice if it said "o closes task bar" on screen
- I think it's a bit too hard to actually do all the tasks you're given, since when he stands on a spot it's pretty impossible to go near him. Making him walk to different spots and making the time to finish the tasks be more generous before getting fired, would be good
- It doesn't make much sense to me how he knows whether the logs are cut down or not when they're not in range. I think it would be cooler if he only fired you once he walks up to the location and his cone of vision sees that you haven't cut down the trees yet
Other than that I think it has great potential and I'm happy for you about how many ratings your game is getting!
This game was awesome! I really felt smart when I figured out the puzzles, I think they were all well made and while some were challenging to understand (especially that last one) they all had that moment where they clicked and it felt so good. Great job, only things I'd really recommend for future updates are some polish on the sound effects / art, a bunch of new levels with maybe more music variety, and then most importantly, to show what number the current level is.
Honestly a 10/10 game, I really enjoyed my time playing this one. It's cosy and not very stressful but at the same time there's a lot of skill and precision to getting the bugs in the net that kept me hooked. And I like how you slowly get more and more powerful until you're at the point where you're catching bugs with ease, plus you've learnt their movement patterns by this point. A played it for a while; until I had every unique bug caught and only 5 upgrades left (they each cost around 20 million and I just gave up at that point)
If you were to continue development, I'd love to be able to learn about the different bugs we've caught, like what species name they are and some important facts about them. And then some relaxing music in the background would be the cherry ontop.
Wow this game is super interesting! I only got a few levels in but the concept is so genius. I love watching all the past versions of me working together to solve the puzzle and it really had me thinking for a couple of them, but it was so satisfying when I figured out the solution. It kind of feels like an old flash game I might have stumbled upon as a kid. The music and military theme is really good.
My main criticisms were that it wasn't super intuitive how to win - I know now that you have to get the guy with the black and gold helmet to the finish line but it'd be nice if it was visually more obvious that they were the most important. Also if it was visually more obvious that one of them can jump really high, like maybe give them big boots or something lol.
I did mess up the ghost navigation a bunch which kept ruining the puzzles sadly, and maybe you could check off the levels that have been completed, but otherwise it's a pretty cool game that I might return to.
I think the presentation of the game is great; like the UI is super cool and also visually its pretty clear what's going on. I also like how you can lock onto enemies with right click and completely melt them with left click. The shield mechanic is also pretty good although I couldn't figure out how to move (wasd didn't really do much) At some point it feels a bit impossible to survive because of the sheer amount of enemies on screen, not sure if I was meant to dodge them or something. Couldn't figure out what q did either. But hey it was pretty fun and I hope you continue working on it.
Honestly the core gameplay is really well done, it feels really balanced and I like how each role has a different purpose. It feels pretty tough at times but in a fun and fair way. Also I think the visuals are very good, the models fit the style of the game, each role is visually easy to tell apart, and I like the stylised visuals you went for too. Nice audio too. Only things it's missing is a proper win screen. Instead of cutting the music and just saying restart, it would be nice to see the enemy castle crumble and have some triumphant music. And then more levels would be good that increase in difficulty, maybe more unit types, etc. But for what you got done in this jam it's extremely well done imo.
This definitely has potential to be really fun. It's pretty simple and easy to understand because of how few units you have + how distinct their roles are which I like. You said the assets are kinda wack but honestly I like them, it feels like you're playing with old toys in a way which is kind of nice. And it's satisfying to breach the enemy walls and win a round. I like how you have limited currency so you have to really plan our what units to spawn.
My main complaints and why I don't find the gameplay super fun right now is;
- It feels like your troops aren't doing what they should be doing. It says infantry go for buildings and cavalry go for enemies, but it feels like every unit just goes for buildings once you breach the walls. This means that you can spawn a bunch of cavalry in hope that they focus on the enemies while your infantry go for the buildings, but what actually happens is that they all just attack the building and get wiped out. I'd like it if they prioritised the targets that make sense.
- Also sometimes I'd spawn a battering ram and instead of destroying the wall closest to it, it would circle round the entire structure to the gate. Meanwhile they're getting pelted by catapults while doing this. It would be nice if they attacked the wall closest to it so that I can do things like breach the walls in multiple different angles.
- Lastly you should add a "you win" screen when you destroy the building instead of it immediately cutting to the mission select.
But yeah the foundations are there to have a pretty fun game, and good job with what you got done in 15 days.
I think this is a solid base for what could be a great game in the future! The lack of audio is what stuck out to me - no driving sounds and no music is a shame. Maybe also speed up the car and make some of the obstacle hitboxes more fair (the top half of the cone should have no collisions imo) Then maybe add some sort of score the further you get, and you'll have a pretty cool game. Currently I like the truck pixel art and the gnome driver is quite cute.
I gave up before I found all 5 but i spent over 10 minutes looking (i found 3 of them) I'm just not good at seeking in these types of games but I quite like the audio! The music is very pleasant to listen to and it's a nice art style. Overall it's a pretty relaxing game but I'm just not built for it personally lol.
This is up there as one of my favourite games from this jam. First off, it's so damn cute. I spent way too long clicking the little guys in the main menu lol. I also quite like the setting and landscape art you have plus the music and sound effects. Creating the little guys is pretty satisfying and I like how you get to not only choose who to bring to your next battle, but also what level of difficulty you want to do. The gameplay is nice and simple but also challenging (but fair).
Everytime I lost a guy it felt like my fault except for the boss fight which is a bit overtuned in difficulty lol. They wiped out like 12 of my guys before I could even deal much damage to them. I like the variety in the little guy's abilities, and how well telegraphed the enemies are. One change that could be nice is if the little guys throw spears towards the enemy your mouse is closest to. This would give a use to the mouse when you aren't using abilities. Also maybe it would be nice to be able to see the hp of all entities and what current round we're on. But otherwise, great visuals music creativity gameplay etc, you did very well.
Super creative game. I think the gameplay is also pretty good, how you can do things like parry attacks, use different attacks that are good against different enemies, powerup attacks, etc. It's fun when you demolish enemies with your squad but also terrifying when you do things like duel the giant bird which melts your hp lol. I didn't get super far but I think there's a lot of potential in this game once some minor things are improved upon (like how the red ant that joins you is slightly floating, and also attack timing should be a bit easier / more obvious imo) But yeah overall super polished experience!
I didn't really understand this one; like okay I get that I have to protect the toy box but how do I know how many toys are left in there? How many toys do the enemies have / do i have? Why did the game pause sometimes? Those questions kind of left me confused + the lack of audio made it a bit worse. But it's quite a creative idea and it's definitely on theme so good job there.
The art style is super cool! And it's great to see an interpretation of Punch out in 2026, especially as a roguelike! Also I think the use of items and special moves are super creative; how you have to pull off a combo to activate them.
My main gripe was that I don't think the attacks and dodges were responsive enough to be fun. Maybe it's a skill issue but I swear I dodged sometimes and I just didn't.
Also I wasn't aware you could buy items at first, it would be nice if there was a clear message telling you that's the case. And when I hovered over the items, because the sprites are constantly moving, It was hard to read. If the text boxes didn't move with the items it would be nice. Lastly I found a single bug which was that one time, the music for round 2 didn't play at first, it took like 10-20 seconds to start.
Outside of those issues I think it's a really cool game with a super cool visual style and some nice audio too.
I can't believe you've brought back my cookie clicker addiction. I played this game for so so long lol and I really enjoyed it. I like how it's similar to those types of games except instead of continuously clicking, you just let the little guys do it for you. It's funny because at some point around when I got the giant shrimp and the first two planets, the little guys broke the box before I even realised or bought the rest of the upgrades lol.
The presentation side of things is a 10/10 - The art style and colour palette is super simple but it really fits this style of game. I love the squash and stretch you did whenever an item falls from the sky and how intuitive and visible everything is. I also quite like the creativity when it comes to the items chosen for the upgrades like planets, shrimp, etc.
Some changes I'd make if you plan to continue development;
- Make the "purchased" text not block the item descriptions once you purchase them.
- Add upgrades to existing settlements / structures etc, so like once you purchase the bank you can spend more money to make it more efficient and maybe it changes sprite?
- Make the upgrade category depth higher than the shooting range.
- Make the text of an upgrade change colour when you can / cannot afford it
- Maybe add a "click box per second" (or whatever you wanna call it) counter on screen?
Thank you for making this game because I quite enjoyed it.
I really liked the visuals in this game, the big bunny idle animation on the left is super cute and it's a cool premise for a game. I like the variety in different upgrades and how you can eventually form a big group to defeat the enemies. If it just had some sound effects and music then it would be a perfect 5 stars on presentation!
Some problems I encountered;
- It's a bit too difficult to earn a win in round 1, because it just ended in a draw 9 times out of 10 for me
- One time I died but I had an extra bunny still alive. The extra bunny proceeded to bounce against the wall and never go towards the enemies. It would be nice if either the friendly ai was improved or if we had a restart round button we could press at any time to avoid softlocks
- In one game, I never got any extra bunny upgrades, and I lost against a round where I fought two enemy bunnies. But when I restarted the round, it increased the enemy count by 1. When I lost again, I restarted the round and increased the enemy count to 4. This made it impossible to win anymore
- Then when I went on main menu after losing and started a new run, it actually went back to the previous run instead but everything was frozen
But outside of those issues I enjoyed my time with it.
This is absolutely one of my favourites I've played from this jam. The gameplay is so simple and intuitive, the idea is something i haven't seen before, it's super addicting and fun to play with loads of build diversity, the music is so impressive how you made it adaptive. the graphics are easy to see and understand and the simplicity fits this game, there's so much content, I could keep gojng on. Not much to criticise here, maybe show what round you reached in onslaught mode when in the menu? (it just says i survived for over 9 minutes but it would be nice if it said i survived 11 rounds too) This is likely a game I will continue returning to and I hope it does well when the ratings are revealed.
This game was awesome. It's quite impressive how you pulled off well working dialogue boxes, an ending cutscene, and some pretty solid sword fighting. You made the game very intuitive and easy to understand, and I like how you can see the attack cooldown easily displayed. The checkpoint system is also nice although it seemed to not reset the enemy health bars / respawn them. And also I liked the boss fight at the end and how enemies in general display their next attacks.
If I were to offer any suggestion it would be to give the player more control over the distance they travel when attacking. Holding down vs tapping the attack didn't seem to be very different, and I think it would be nicer if tapping sent you forward only slightly because otherwise when you fight multiple crabs you can easily fly through one and straight into the other's hitbox. Either way I quite enjoyed this game.
Nice game! Honestly the gameplay loop is pretty fun, and I like the pixel perfect nature of it. Once you get into a flow state it gets pretty addicting The ms paint style of graphics fits the game imo and I love the music.
The main things missing imo are a scoreboard showing you how many holes you made it through when you die, and then for every subsequent run it keeps track of your high score. Without that I felt discouraged to keep replaying once I got really far because I had no idea how far I'd actually gotten
And then just some simple sound effects would be nice too, like some quiet flapping noises and a death sound maybe. Maybe also make the hitboxes a tad bit more forgiving but I'm not sure whether that's fully necessary. Great game though!
Thanks for the tip! For some reason I tried everything except wasd lol
Phenomenal game! Genuinely in my top 3 from this jam, I'm really surprised you made it this polished! I think the aesthetic is amazing, like all the christmassy gnome decorations in the machine and how you go back and forth between the gnome world and human world to either collect popcorn or upgrade your stuff. It was super fun to eventually walk over mounds of popcorn and earn SO much money. Once I reached 1 billion gold I decided to get the last upgrade and the ending really surprised me. Great game, great music, also really well optimised, just overall very good and it's funny how similar our games ended up being as well lol
Some of the best presentation in the jam! The game is super simple, visually really nice to look at, has great sound design and a really really nice ost to listen to. It's also nice and relaxing to see the little guys get to work and do stuff. Oh and I respect how you added a low graphics option, because it runs very nice on my laptop with that enabled.
I just wish there was a little more to do as the player. Like, what if we could click on the building and purchase upgrades maybe? Just something to do instead of watching and occasionally changing the jobs would do wonders for me.
I think what you released is pretty solid, it has nice visuals, and a cool theme. Bees are just cool. I think the gameplay loop is fine, how you turn pollen into honey to get upgrades. Some things I'd like to see are;
- The flowers change visually if you have pollenated them (i sometimes forgot if i had)
- The game to be a bit harder (these red wasps are just not much of a threat at the moment)
- And a more obvious use for money (i couldnt find a use for it; i think the upgrades at the start of the day are free so there's nothing to spend money on sadly)
- Some audio, like at least some bee buzzing sounds but a music track could go hard
I think it's worth going back to because it's super cute and has potential!
Ah right, before I was kind of just spamming lol and it took like 10+ hits to kill them because of that.
Because of that, I went back and finished the game! The combat became very fun when I realised it's very similar to Dark Souls (although I'm guessing it's mainly kingsfield that inspired it? Either way you made a pretty nerve wracking horror game because I like how when you make noise, you get ambushed by goblins from above.

