Wow glad you added web support so I could play this bad boy. Felt great, and love the 3d and 2d mix
codeseed
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Thank you so much, that means a lot , this was my first jam so I’m really happy it played well for you 🙏
57 seconds is a really solid time, nice run! 😄
And yep, it does play on mobile, it’s just the HTML5 build running in the browser, and there’s a touch control option in the menu that should make it a bit nicer on phones. Oh its also in the pause menu during gameplay, button is at the top not very noticeable though.
Hey everyone!
This is my first ever game jam and I just wanted to say how good the experience has been so far. I was a little nervous going into Jame Gam 55, but the community has been super friendly and helpful. Reading people’s posts, answering questions, and seeing all the different ideas has been really motivating.
For the jam I made a little vertical kayaking racer called Kayak Kanyon where you’re fighting the river current through a winding gorge, trying to beat your best time without crashing. Runs are short and pretty tense once the boosts kick in.
If you haven’t checked it out yet and have a bit of time during voting, I’d really appreciate if you could play and rate it:
KAYAK KANYON
Good luck to everyone with voting, and congrats on getting your games submitted , that alone is a huge achievement. 💙
Really clever puzzle design. Every mechanic builds on the last in a way that makes each level feel meaningful. A couple of the later ones definitely pushed me, especially level 10, where the order of moves feels super tight. I can see why the dev mentioned there’s basically no room for mistakes there. I also ran into the thing on level 12 where you can just stack tiles along the right wall to reach the exit, which seems like an unintended shortcut.
Even so, the overall flow is great, the ‘electric’ vibe works nicely, and the mechanics feel consistent once you understand how the blocks and hazards interact. With a bit of polish and a few tweaks to close the loopholes, this could be an excellent small puzzle game.
Super impressive entry , the movement feels great and the visuals pulled me in immediately. The camera work and effects look way more polished than what you usually see in a jam game. I also really appreciated that it has proper ultrawide support; it runs and looks amazing on a 32:9 display. The only thing I found myself curious about was how it might feel with a camera that rotates a bit more with the ship, since some of the upside-down challenges can get tricky mostly due to orientation. But overall this is one of the most polished and visually striking entries I’ve played. Awesome work.



Fun idea and the overgorging mechanic actually made me laugh. The little customization option was a nice touch too. Movement-wise, I couldn’t wall jump when grabbing onto the floating platforms, though it worked fine on the outer walls, so that threw me off a bit. Would have loved to see the energy-eating mechanic used consistently through the levels, and maybe a harder variant with more hazards. Overall though, the concept is really enjoyable and I had a good time with it.
Had fun with it overall . The movement has a nice feel, especially the jetpack, and the atmosphere/music is great. The big thing I struggled with was the character control: it’s pretty slippery, and when you’re running and try to jump, you can easily get stuck on the walls while trying to climb them. A few spots also let you kind of catch or skip in ways that feel unintentional. With some tuning on the wall interactions and physics, this could feel a lot smoother because the core idea is really solid.
The idea is really cool and the art style fits great, but I was pretty confused about how everything works. A short tutorial or clearer guidance on where people are meant to go would help a lot. Some of the abilities and floor changes felt pretty unpredictable, and I wasn’t always sure why certain characters behaved the way they did. I also ran into a few odd bugs with abilities popping up or floors changing randomly. Despite that, the core concept is interesting, just feels like with some clarity and polish this could turn into something really fun.
Wow what a pleasant surprise! This feels great, the art is all cohesive, theres multiple levels, a shop, upgrades, different items, different mobibilty mechanics, all in a gorge. It feels pretty well polished for a week, not sure if you worked on this alone but well done!
Thanks for trying out my game aswell! Think you might have me beat haha
Pretty cool project man, you really made the artwork work nicely, I love the lighting and the vibe. So far one of my favorites in this jam. It just feels smooth a nice. Obviously you had a short amount of time, but i would have loved to have a wall climbing animation of some kind and for the footsteps not to play while holding direction into a wall.
Overall good job dude or dudette!
Hey everyone!
I just released my playable "game", i hesitate to call it that still lol, a free top-down arcade shooter heavily inspired by classic Asteroids. It’s still early, a bit rough around the edges, and I haven’t had many players yet—so I could really use some playtest feedback before deciding what to focus on next.
I feel like I’m at the point where I need outside eyes to figure out what’s fun, what’s off, and where to improve next (balance, pacing, visuals, anything really).
If you’ve got a few minutes to spare, I’d really appreciate it if you tried it out and told me:
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What felt good or satisfying?
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What got repetitive or confusing?
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How’s the difficulty curve?
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Any bugs, glitches, or visual issues you noticed?
💾 Play it free here: VOID RUNNER
💾 Play it free here: VOID RUNNER
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💾 Play it free here: VOID RUNNER

💾 Play it free here: VOID RUNNER
---------------------------------> VOID RUNNER (temp name)<--------------------------------- 
--------------------------------->VOID RUNNER (temp name)<---------------------------------
🚀 ASTEROIDS-LIKE — WIP
Fast top-down shooter inspired by **Asteroids**. Art is placeholder; feel/balance are in progress. **Global leaderboard is live** (best score per device). Aim for quick 5–10 min runs and tell me what to tune.
**Now:** momentum flight • lasers • waves • leaderboard
**Next:** upgrades, maybe shields • enemy variety • Mobile and Controller support
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🏆 Leaderboard
Tied to device • 1 entry per device • keeps **highest** score
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🎮 Controls
| Action | Key |
| Forward Thrust | **W** |
| Turn Left / Right | **A / D** |
| Strafe Left / Right | **Q / E** |
| Afterburner | **Shift** |
| Lasers | **Space / Mouseclick** |
| Camera Zoom | **Mouse wheel** *(max zoom can glitch)* |
> Tip: Strafe (Q/E) to orbit while firing; use Shift for short evasive bursts.
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⚠️ Known Problems
Max zoom glitch • Difficulty/pacing in flux • Placeholder art• Pause menu sound sliders
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💬 Help Me Tune (pick a few!)
- **Difficulty curve:** too easy early / unfair spikes / right length per wave?
- **Enemy mix & spawn:** more variety, telegraphs, spawn safety radius?
- **Weapon feel:** laser fire rate/damage/impact; hit feedback readable?
- **Movement:** ship inertia/turn rate/afterburner control—snappier or looser?
- **Camera/UI:** best zoom level; any readability clutter?
- **Score loop:** what made you stop—repetition, dead time, no goals?
- **Upgrades/ideas:** shield behavior, temp powerups, hazards, boss moments.
- **Bugs/perf:** FPS dips, collisions, softlocks; your system specs.
Thanks for playing—post your score + 2–3 bullets of feedback!


