Ah okay! I was able to access it now. Thank you!
DefectiveDev
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I got the gold leaf!!
Loved the dither black and white art style. Then on top of that you made color flowers making the whole game pop! The game look beautiful. Sadly I had no real effect on what color flower I would get so I just ignored their bonuses. You did a great job with the hit stop effect for the stomp action. SFX was great! Wish there were volume sliders.
The power ups felt a bit too far apart so for the most part I just ignored them. I think it would have been better if they were permanent since the game is short anyways. Anyways I had fun! Thanks for making this cute game!

I did it!
Critiques:
- There were a lot of mixels. Pixel density was all over the place and inconsistent
- Upgrades being centered around deaths
- I was letting myself die over and over to get upgrades quickly
- I could not tell what upgrades were doing what. Also costs weren't obvious.
- The starting hit boxes were unfair
- The player had to be hit in order to hit back there was no real precision needed.
Things I liked:
- The upgrade system
- dungeon crawler
- boss fight
Thanks for the game! Hope to see more from you!
This is one of those types of games that is hard to balance due to the scope of options that can change difficulty.
I never found myself dying because of the enemies damage. It was always me getting push off the edge. I found that the stars allowed me to level up quickly so that was the first thing I was doing every run. I then managed to get enough beans and gold beans to just get a couple of upgrades. However even with one upgrade into projectile count and 1 into damage. I was not doing enough to counter the number of beans spawning. I was not able to efficiently take out as many as were coming in. Other than that there is a fun game here. May not need as many upgrade options a lot of them are pretty useless at first or are not as good as damage and projectile count.
I failed. After my co-workers realized our martial condition they started a union and I had to turn them to biowaste fuel :(.
Had fun got all the achievements. The lagging didn't fix for me after 10 seconds. However it was nice being able to quickly organize everything in their correct spots and prevent any of the machines breaking. I did however have a lot of the conveyor belts clog so that is probably the only reason a succeeded so easily!
You and New beginning had the exact same idea xD! https://itch.io/jam/godot-wild-jam-89/rate/4207379#post-15349301
Great job the sfx and screen shake really gave weight to the robot. I did notice the leg improvement was not fast enough to change gameplay. When I would improve the legs and before that I could only water two crop fields at the same time. If the legs were a bit faster I could do all three! Anyways, nice art this is a nice relaxing incremental game!
Just found out you and mech farmer had the exact same concept in mind xD! https://itch.io/jam/godot-wild-jam-89/rate/4197644
Great game! The constant reminder of how many cards left in my deck made it hard to choose whether to use a move card or waste a turn for a shuffle so I could try hitting an enemy with a weapon. Perfectly scoped and very satisfying! I do wish I could access the settings while in game. It was a nice touch to be able to change the music while playing!
Loved the 3d models and the firing weapon sfx. Sadly the lack of either an uber shader or massive amount of on ready compilations for spawning items is causing massive lag spikes. Wish there were more animations for the enemies and more sfx for hitting things. Having a ending to a level would help too.
Bugs I came across:
- Only enemies in front of me could attack
- I could attack enemies through walls
- Enemies would follow me towards where I am instead of where the last saw me
Things I liked
- Colors
- Enemy design and animation
- Linux T-shirt
- Maze escape
Critiques:
- It really needed sfx to help feel impactful
- Animations to feel hitting something
Upgrade design is great you feel powerful by the increment and not too fast not too slow. Sound is fantastic it is extremely satisfying to hit things and you can feel much that you are more like a tank by the end from the amount of hits. Difficulty system made it easy to grind if needed for the next level but the extra amount of scrap always made me push further. I did notice I could not access any of the options outside the main menu after starting the game. Wish it had a global button to press :(
Impressive! The 15 second counter seems a bit arbitrary. However it does make it less slow paced into a very fast pace quick strategy. If you wanted to keep the instructions simpler you could probably opt for the creatures to automatically fall and when the shaman moves they just move faster. That way the player can full focus on the creatures as opposed to the timer.

I DID IT!!! I was freaking out at the end. The beginning levels were a great tutorial. I wish the audio was editable without starting over again. The changing shapes and color should not fade but blink. A number of times I was waiting because I did not know what the current shape/color of a building was. I did have a ton of fun!!! Thanks for making the game!
Definitely gives a balatro/scramble feel. I did have a an easy time due to me just making long words used over and over which hard mode solves. I don't really know the difference between normal and easy. There were some words like "mad" that I was not able to input in. I assume you have an incomplete dictionary list of words?
The foot steps are not tied to the sfx volume slider. The oxygen tank never went down low enough/fast enough for me to be stressed. The oxygen went down as I was reading. This may cause players to skip over the story due to the gameplay. The key cards are nice but too easy to get. The light, dark atmosphere, and big spiders are absolutely creating a terrifying atmosphere. I appreciate the sfx and music sliders. I couldn't really find a use for automatic light mode for myself. I like the start menu design and tv shader Overall good job great game hope to see everyone's future entries.
Sadly my game froze :(. However I appreciate the physical U.I., sfx, music, upgrades, and concept of discovering traits. It was fun having different sound effects for how many traits I found at once. I did notice I struggled understanding what jobs rejected candidates I had the sfx but couldn't understand what the previous job vs current job was when it happened.
I had a huge fps drop in the drop section and just got too frustrated to continue playing. Sorry :(. It was a lot of fun being able to add parts from my enemies to myself and making boosters to get over blocks. SFX was clear and obvious! Music was not distracting and filled in the void. It was very impressive that you were able to make such a complicated system in such a short time.
I have not seen before that you could add in game clickable links. Nor so far have I seen somone enable making multiple keybinds for an action! Truly impressive that maaack made such a versatile pause menu! The pixel artist was great at conveying emotions of the mechanic and creating nice looking inventions. Sounds felt in place without any outliers. I really appreciated the no timer and mark invalid items in accessibility menu!
I believe if it is like linux it may need to be given executable permissions try this guide. https://blog.verslu.is/maui/application-cant-be-opened-macos/
I believe if it is like linux it may need to be given executable permissions try this guide. https://blog.verslu.is/maui/application-cant-be-opened-macos/
Bug I came across:
- If I were to level up after opening a chest at the same time the game would resume with the level up U.I. on screen. I just needed to click to get out of it luckily
Critiques:
- I could not find any synergies beyond using farmers to get partial gold
- Having more than one type meant my upgrades were mixed making both types weaker
- The amount of gold that farmers made did not out weigh max damage so I just maximized the one damage type
- Farmers are more powerful if wanting to tank the game
- Pick up range upgrades felt extremely weak
- Despite getting multiple upgrades for it I could barely pickup anything outside of where the player was standing
- Be able to banish and reroll using gold
- Would have made Ideal builds easier to make
- Winning game achievements made the player marginally more powerful
- This is more of an opinionated point but I believe if the player is winning it would be better to create more of a challenge
- Some enemies were unfair
- Despite knights gaining over 100+ damage later on in my run giants were able to tank the damage
- Gargoyles shooting their beams made it hard to dodge (Maybe some telegraphing would help here?)
- This made using farmers and tanking the run more ideal because enemies would just despawn overtime and you would still be far ahead in levels
- Max health needed an indicator
- Gold chest and shrines needed a price indicator ui for player choice
Things I liked:
- The game feeling of being overpower but constantly being weak at the same time.
- The graphics were not mixed and all felt in place
- Music and sound effects were good
- Upgrades were very clear and helpful
- I do wish it was easier to get more uncommon ones. Maybe a luck stat?
- Achievements game a rogue lite feel to the game. I felt myself go out of my way to get some.
