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A member registered May 27, 2026 · View creator page →

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thank you very much for your comment...by the way, I would like you to try it again, I already released the remaster and it solves all the problems and improves the gaming experience exponentially......It was possible thanks to your comments

thank you very much for your comment...by the way, I would like you to try it again, I already released the remaster and it solves all the problems and improves the gaming experience exponentially......It was possible thanks to your comments

The Remastered version of StarCube is now live. Most of the feedback and suggestions received during the Brackeys Game Jam 2026.2 were carefully listened to and implemented to expand the initial prototype into a complete, polished, and smooth experience.

New Content and Features

  • 3 New Worlds: Expanded stages that are twice as long as the original levels.
  • Sub-World System: Environment shifts and mechanics variations midway through each world.
  • 3 New Boss Fights: Each world now features a unique boss encounter with distinct mechanics.
  • Hell Mode (Post-Game): High-difficulty endgame content unlocked after completing the main campaign.
  • Expanded Moveset: Added new movement techniques, including the Energy Dash.
  • New Soundtracks: Overhauled audio design with new music tracks and sound effects.
  • 5 Languages Supported: Full localization in English, Spanish, Russian, Chinese, and Japanese.
  • Mobile Device Support: Native on-screen touch controls for smartphones and tablets.

Technical Improvements and Fixes

  • Performance Optimization: Built using pure Vanilla JS and HTML5 Canvas, ensuring high performance on low-end devices.
  • FPS Cap Fix: Resolved the high-refresh-rate issue where the game ran too fast on high-Hz displays.
  • Jump and Platform Mechanics: Fixed platform collision glitches and improved jump input responsiveness.
  • Improved Input Response: Fine-tuned control latency for precise action feedback.
  • Enemy Variety: Added new enemy types with distinct projectile behaviors.
  • Balanced Difficulty: Rebalanced progression curve based directly on player feedback.





unfortunately they disqualified me a few days ago...I still don't know the reason, I suspect it was because I started voting and commenting on many games quickly and the system spammed me several times but I ignored it, it hurts my soul but heyhhhh...I still don't know how to contact the moderators to see if there is an opportunity

thank you very much, I'm glad you liked it

thank you very much for your comment bro, I'm glad you enjoyed it and yes I understand it's that I didn't have much time to polish it hahaha but I'm close to releasing a remaster with many new enemies, new bosses and a smoother difficulty curve if you like, follow me That's how you get the notification, I would like you to try it

thank you very much for your comment

thank you very much for your comment

thank you very much bro

if I'm aware, it was a failure with the fps limitation when they ran it on a PC more powerful than mine..... I'm already close to releasing a remaster with that corrected

thank you for your comment and I understand those are those flaws that I am correcting

thank you very much for your comment bro, I'm glad you enjoyed it and yes I understand it's that I didn't have much time to polish it hahaha but I'm close to releasing a remaster with many new enemies, new bosses and a smoother difficulty curve if you like, follow me That's how you get the notification, I would like you to try it

I'm glad you liked it bro and yes I take that into account I have already adjusted the difficulty curve and added more worlds and new dynamics if you like you can follow me so that you get the notification when I launch it

I'm glad you liked it bro and yes I take that into account I have already adjusted the difficulty curve and added more worlds and new dynamics if you like you can follow me so that you get the notification when I launch it

I'm glad you liked the bosses... In a few days I will release the remaster that will have new mechanical bosses and a remaster of the previous ones. I would like you to follow me so that you can receive the notification when it is ready

I'm glad you liked the bosses... In a few days I will release the remaster that will have new mechanical bosses and a remaster of the previous ones. I would like you to follow me so that you can receive the notification when it is ready

I'm glad you liked the art bro, thank you very much for your comments

thank you very much bro

thank you very much bro

The platforming movement feels incredibly tight, snappy, and responsive! Combining smooth movement mechanics with dark atmospheric worldbuilding, a Rayman/Mario Galaxy-style chasing shadow, and that sudden narrative twist makes for one of the most memorable entries in the jam. The level design does a fantastic job of introducing new mechanics bit by bit without overwhelming the player.

A few quick UI, camera, and text-anchor polish ideas for a post-jam build:

- Fixed Text UI Anchor: Move dialogue boxes to a static banner at the top or center of the screen instead of anchoring text above the player character. Having text follow the player causes jitter/shaking during fast movement and makes it tough to read while running for your life!

- Hitbox & Door Triggers: Slightly widen the level transition door hitboxes so players don't accidentally miss doors or clip edges during high-speed chase sections (like the double-jump level).

- Narrator / Shadow Spawn Distance: Add a brief buffer/delay before the chasing shadow spawns when narrative text triggers, preventing instant jumpscares or unfair deaths while reading.

Phenomenal narrative twist, beautiful pixel art palette, and top-tier movement polish! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

The creepy, dimly lit atmosphere, top-notch voice acting, and subtle storytelling choices make this entry so immersive! Forcing players to choose between strict job performance and listening to the captain creates an awesome tension that fits the "Trust No One" theme brilliantly. Building such a polished, audio-heavy experience with a 12-person team during a jam is super impressive.

Since you guys are gathering feedback for post-jam updates, a few quick ideas to keep in mind:

- Full Dialogue Subtitles: Adding comprehensive subtitles across all dialogue/transmissions—not just radio logs—will make the game way more accessible and prevent players from missing crucial lore or instructions.

- Tutorial & UI Contrast: Improve contrast on the "TARGET" and "CURRENT" frequency UI labels, and add a quick log/notebook where players can re-read or replay mission rules so they don't get lost after long messages.

- WebGL Fullscreen Fix: Adjust or remove the default itch.io page fullscreen button so the in-game fullscreen setting works seamlessly without frame clipping.

Super creepy vibes, incredible audio production, and great overall execution! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

A Papers, Please-style inspection mechanic using scales, magnets, and physical document checks to spot fake items and scammer NPCs fits the "Trust No One" theme perfectly! Catching people lying straight to your face—like arguing over item weights when the scale is right there—gives the gameplay loop such a satisfying, humorous charm. The art style and character designs (especially the guy in the trench coat) set a great tone.

A few quick ideas to consider for post-jam updates:

- Font Readability & Contrast: Scale up the document text or offer a high-contrast font option so inspection papers and item labels are easier to read on smaller screens.

- Interaction Variety & Money Bug: Expand the pool of NPC interactions/items to reduce repetition over longer shifts, and patch that visual coin display bug so players can always see their earnings update in real-time.

- Onboarding Rules & Clues: Add a quick reference cheat-sheet on the desk for liquid/magnet rules so players don't get confused by unusual item properties.

Awesome execution, great dialogue writing, and impressive effort for a 2-person team! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

That Flash-era humor mixed with a stealth-roguelite mechanic—where you have to hide "panic farts" while navigating an IKEA-style store—is completely hilarious and brilliant! Linking your run cap to a blowout meter and timing buff selections creates a super addictive, chaotic gameplay loop with an awesome arcade vibe.

A few input, blowout indicator, and post-jam polish ideas:

- Blowout Warning Cues: Add a flashing screen border, a subtle vibration effect, or distinct audio pitch shifts when the blowout meter hits 80%+ so players get a fair warning before an accidental failure.

- Auto-input & Keyboard Fix: Patch that key-sticky bug where inputs start auto-playing or looping during longer runs so control remains snappy.

- Leaderboards & Run Stats: Adding a global or local high-score leaderboard tracking total distance/time survived would give players a huge incentive to keep replaying!

Super funny concept, nostalgic Flash game energy, and impressive roguelite polish! If you get a free minute, I'd really appreciate your thoughts and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

The game feel and screen juice on this are incredible! Linking every bullet shot to human sacrifices while inspecting suspicious dice builds a super tense, high-stakes atmosphere that fits the "Don't Trust" theme perfectly. The minimal two-color pixel palette and horror audio design give it such a stylish, retro identity.

Since you're gathering feedback for post-jam updates, a few mechanical polish and clarity ideas could really elevate the experience:

- Standard Pips & Icon Clarity: Use traditional dice pip layouts (or scale up the die faces slightly) so players can read values at a glance without struggling to count tiny dots on the fly.

- Clear Shot & Round Feedback: Implement that distinct human scream vs. monster death sound cue, and add a quick clear/fail UI banner at the end of each building so players know if they actually eliminated the terror dice.

- Transition Bug & Rule Variety: Fix the level transition bug that forces fail screens even when all terror dice are cleared, and expand building-specific rules to give each town area more replayable deduction mechanics.

Phenomenal game feel, crisp 2-color art style, and an awesome core loop! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

The command-line terminal aesthetic, CRT scanlines, and retro station records build an incredible level of immersion! Forcing the player to type out commands and cross-reference records to screen survivors brings out the "Trust No One" theme in such a tense, atmospheric way. Extending the terminal styling directly to the itch.io game page itself is a fantastic touch that makes the whole experience feel like a dedicated OS terminal.

Since you're planning post-jam updates, a few UI, text hierarchy, and onboarding polish ideas to keep in mind:

- Text Hierarchy & Signal-to-Noise: Improve font readability on orange subtitles (like the filter intake gauge) and trim some of the excess lore text in the records modal so players can parse crucial clues and status logs without feeling overwhelmed by fluff.

- Subtitle Prompt Clarity: Clarify the three text lines directly beneath the intruder requests so new players immediately understand whether those lines represent biological scan data, dialogue logs, or systemic flags.

- Extended Station Map & Accessibility Options: Following through on that visual schematic map and adding a photosensitivity toggle to turn off heavy screen-shake and intense flashing will make the terminal even cooler while keeping it accessible to everyone.

High-level polish, superb atmospheric immersion, and an awesome solo effort! If you get a free minute, I'd really appreciate your thoughts and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

Searching through a massive crowd of NPCs to spot the one traitor hidden among the group is such a tense and compelling application of the "Trust No One" theme! That high-stakes reveal moment when you finally take a shot and wait to see if you picked the right suspect creates a great dramatic payoff. 

Since you're planning that post-jam update, a few deduction mechanics, pathfinding, and UI polish ideas could really take this to the next level:

- NPC Interaction & Proximity Clues: Adding those proximity audio cues and simple NPC dialogue hints (like "they're nearby" or "they're near the center") will give players a fun, active way to narrow down the crowd instead of just watching animation loops.

- NavMesh & Movement Behaviors: Tweaking the NavMesh random point generation so NPCs avoid walking straight into walls will make the crowd movement feel way more natural and alive.

- Options Menu Fix & UI Polish: Make sure that options menu back-button fix carries over smoothly to the WebGL build, and maybe add a simple back button or ESC hotkey toggle for menu screens.

Awesome crowds concept, tense shoot-or-spare mechanic, and great core idea! If you get a free minute on your day off, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

The psychological roguelite mechanics and CRT aesthetic fit the "Don't Trust" theme incredibly well! Having to balance your sanity points while managing paranoia, finding weapon upgrades, and fighting off fast parasites creates a super tense, immersive atmosphere. Making 90% of those sound effects with your own mouth is honestly hilarious and surprisingly effective!

A few combat, UI shader, and stability polish ideas for a post-jam update:

- CRT Shader & Font Readability: Exclude dialogue and text UI elements from the CRT shader/downscaling pass so player text stays crisp and readable regardless of screen resolution.

- Early Combat Balancing & Hitboxing: Smooth out the early parasite fights by expanding the attack hitboxes, tuning down enemy move speed in tight starting corridors, or adding a quick directional indicator to help players aim.

- Post-Boss Dialogue Bug Fix: Patch the freeze/crash trigger at the end of the boss fight so that closing dialogue node triggers properly instead of soft-locking on "what is this now".

Awesome art style, deeply engaging sanity mechanics, and incredible effort for your first time programming combat! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

The old-school horror aesthetic, home defense loop, and tense detective elements give this game an awesome, nostalgic atmosphere! Having a villain burst in and beat you up if you guess the wrong suspect—or fail to keep the house lit—is both hilarious and genuinely thrilling, making for a super memorable solo jam project.

A few browser input, camera control, and mechanics polish ideas for post-jam updates:

- WebGL Phone Input & Browser Support: Fix the interaction trigger for answering the phone in WebGL so Web canvas clicks register consistently across different browsers.

- Cursor Lock & UI Mode Toggle: Implement a toggled cursor lock (`Cursor.lockState = CursorLockMode.Locked` in Unity) for 1/1st-person camera rotation that automatically unlocks only when opening close-up desktop/table UI, preventing the mouse from drifting off-screen.

- House Defense Mechanics: Leaning into player suggestions—like adding a temporary stun move using the electrical device when the villain raids the house—would give the player a great last-second panic option!

Great retro horror vibe, funny lose state animations, and impressive solo scoping! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

Managing a heist crew where members can secretly betray the team during active missions is such an awesome, high-stakes spin on the "Trust No One" theme! Combining role-based party dynamics, fast-paced action music, and real-time traitor detection gives the game a super solid core concept with a ton of potential.

A few pacing, AI pathfinding, and mechanics polish ideas for post-jam updates:

- Mission Pacing & Info Window: Slow down the reaction window when a crew member betrays the team—giving players 4-5 seconds instead of 2 to process who broke protocol and trigger the neutralization before the mission ends.

- Crew AI & Soft-lock Fixes: Patch the team state machine so the remaining crew members don't freeze/get stuck after you neutralize a traitor during early missions.

- Guard Collision & Role Verification: Fix enemy guard collision hitboxes so they don't phase through geometry after loot is grabbed, and expand on role-specific actions (like checking if a hacker is doing unauthorized medic actions) so deduction requires genuine player observation.

Super clever heist concept, awesome visual style, and fantastic atmospheric music! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

A flying pumpkin navigating a maze filled with deceitful, lying pumpkin messages is such a fun and quirky way to tackle your first game jam! Pulling together a playable project with maze exploration, hilarious jump scares, and hidden text clues under a 7-day deadline is a great achievement to celebrate.

A few simple ideas to consider for your post-jam updates or future builds:

- Basic SFX & Audio: Since you ran into technical audio issues during the jam, setting up a simple audio manager system to play basic jump/collect SFX and ambient background tracks will make the maze feel way more immersive.

- Camera Distance & FOV: Pull the camera back slightly or widen the field of view so players can see a bit more of the maze paths around the flying pumpkin.

- Object Collection & Win Screen: Smooth out the item pick-up trigger hitboxes and add a quick victory screen when players complete the maze to give the run a satisfying conclusion.

Huge congratulations on finishing your very first game jam entry! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

Managing a pirate ship's crew where disloyalty can spark a mutiny is such a cool, atmospheric execution of the "Trust No One" theme! The art style and ambient sound design set a fantastic nautical mood right away, and seeing players resort to executed "preventative mutiny" strategies is hilarious.

A few gameplay balance and scope polish ideas for a post-jam update:

- Implement the Mutiny Progression: Fully hook up that intended mechanic where disloyal crew members increase sailing costs and reduce port supplies, giving players a real reason to inspect the manifest and interrogate suspects.

- Crew List Onboarding: Scale the initial ship crew size down at the start and gradually add more sailors as voyages progress, preventing the roster list from feeling overwhelming on day one.

- Interrogation Clarity: Add a quick visual tool-tip or dialogue prompt clarifying that "interrogating" crew members carries a heavy social penalty, so players don't accidentally piss off their officers on purpose!

Awesome atmospheric foundation, hilarious player emergent strategies, and great concept overall. If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

Mixing Portal puzzles with a unreliable Stanley Parable-style narrator fits the "Don't Trust" theme incredibly well! The overall atmosphere, clean 3D art, and solid voice acting give this entry huge commercial potential for something built in just one week. Pulling off a fully voiced, narrative-driven puzzle game right down to the wire is an awesome achievement.

A few tweaks to consider for a post-jam patch:

- Lighting & Platform Visibility: Add subtle rim lighting, emissive indicators, or environmental lamps during the dark platforming section so players don't have to make blind jumps.

- UI Crosshair & Camera Bounds: Add a simple center crosshair dot to make aiming and puzzle interaction feel precise, and fix the spawn camera collision near the end so it doesn't clip out of bounds.

- Shooting Stage Polish: Smooth out the transitions and physics right after the gun level to keep the momentum going through the final stretch.

Seriously impressive scope, fantastic voice work, and top-notch atmosphere! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

A "modern grandma on the internet" simulator is such a funny and relatable take on the "Trust No One" theme! Dealing with pop-up spam, getting scammed by fake ads, and watching the music get completely distorted as windows pile up captures that technological confusion so well. The tiny details like the written-down password, blurred vision, and the main menu transition out of the bedroom give it a ton of charm.

Since you're planning to polish it up after your holiday, a couple of quick ideas could make it even better. Adding a tiny, subtle goal tracker or money counter indicator would help guide players who feel a bit lost without ruining that authentic "confused grandma" vibe. Also, leaning into that negative money gambling glitch as an actual feature—maybe with a funny achievement or ending—would be a great touch given how much people enjoyed breaking the slots.

Hilarious concept, great audio escalation, and super creative execution! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: https://itch.io/jam/brackeys-16/rate/4953523

I'm glad you liked it bro yes I'm already correcting the platforms, thank you very much for your comment jasjasj yes the graphics were the best

I'm glad you liked it bro

okay bro, thank you very much, I already followed you to be aware of your project. I would like you to also follow me since this month I will release a larger game and a very exponential remaster of it

ok bro the important thing is to learn ajsajs

hahaha it's not AI, it's because of the translator who changes the words