Hey, sorry for the late reply. But thanks for playing my game and leaving such a nice comment! Take care :)
Dimble
Creator of
Recent community posts
Nice graphics!
I enjoyed the eyes following the mouse in the menu, small details like that make the game feels whole
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Very nice to have the screen darken, multiplier with flames, HP hidden as your multiplier increase.
I usually go with +exp in this kind of game until I can then rank up upgrades, but that backfired hard as I was barely chipping the boss health. In any case, amazing skill tree and upgrades! Would’ve loved to see my current stats to help visualize the impacts of upgrades.
Great game, good job.
Nice game, nice feedback sounds when interacting, and background music.
Some issues I had, walking feels a bit slow sometimes as it’s mostly just walking around the clicking things. I feel like if everything (visual) was scale 2x, it wouldn’t have negatively impacted the game, just made it a bit quicker to complete.
Nice integration of the friendly monster guiding the player.
Good job!
Man, who build an RTS for a weeklong jam, crazy achievement!!!
I cannot really raise “issues” as you probably know about all the things you could’ve added to make the game feel more complete (seeing units stats is my main thing)
But wow, the amount of features you packed. Pathfinding, map, fog of war, buildings on a grid, training, attacks in AoE, etc
I really enjoyed the introduction with the comments. Cute graphics too
Well done, that’s something to be proud!
edit: I just saw your description HAHA “A lesson in overscoping”

How dare you leave him behind, my dear friend for 28mins (ok less than that, I picked him halfway)
Great map with lot of challenges. I’m not good at those games, especially without a controller, but I did it.
Nice background music, and nice progression. It could’ve been a bit easier especially for a jam where you want people finishing it. But nevertheless, well done!
I would’ve liked to see some visual VFX when reaching saves (or sound), it’s a quick add (2min audioplayer on on_enter), and help make the game feel whole. And also a death counter.
Most of the pixel art is from https://craftpix.net/, so I can’t take credit for that. Thanks for the feedback, I lacked time to add a proper tutorial, I changed the UI at the last hour, and could have moved the masks on the bottom for consistency.
Thanks for playing and leaving a comment!
Nice concept. I liked that we were preparing fries for ants haha. Nice graphics style, however, I would’ve been nice to have some “hover” information to understand what can be interacted better. While moving the camera, sometimes things wouldn’t look very good, while this is on the player not to go there, I think that restricting the inclination of the camera could’ve made the experience better.
Good job!
Great game. A few bugs and QOL issues like pressing escape just resulting in a black screen. Or getting stuck between wall and tree.
The squirrel controls felt a bit hard, I don’t think it should’ve slided on the platform. And the acorns rotating was nice and felt real, however sometimes they would roll too far.
In any case, nice concept!
Thanks! Yes, it’s a bit odd that the pathfinding wasn’t working well. I did use the Godot pathfinding, however I didn’t spend a lot of time tweaking the parameters, I might’ve made some borders too sharp on my NavMesh!
I wanted to add that the sheep stopped following when too far, but didn’t get to implement it, I agree with you however.
It was the point not to control them directly, but they would follow you, a bit like in Age of Mythology/Empire, when finding stray animals.
There’s an icon on top of their head that communicate that they now follow you, but I wish I could’ve added more icons to better communicate. Especially since it’s barely visible on mobile.
Nevertheless, thanks for your comment!

Not sure what’s going on. I couldn’t drop cacti once misplace. I had one cactus growing, one that was dropped on the light.
I feel like this could have been a nice concept!
Good job still to having pushed a game. Next time, try to do a web build, it’s just easier to test (HTML5 export, to index.html, then compress it, and upload on itch.io)

Weird collision shapes. Just use a rectangle next time.
The initial screen size is quite small, which makes the obstacles not showing. This is fixed easily by going full screen. The controls feel a bit wonky, or maybe it’s just the collisions that aren’t clear like previously mentioned.
I assume you did all the art, which is quite nice. I also think that the story is interesting. Good job!
Cute game, nice art, little scribble animations and sounds. The erasing wasn’t always working well, I would’ve increased the collision size on the pen to be a bit more permissive on a slightly off click. The time before you can click again to erase is a bit long, but especially when the erasing doesn’t work.
Nevertheless, nice quick game
Quite a complete game for a jam, having a little story at first, then an open map. Followed by caves with a map for them and the upgrades. Honestly good job.
The combats feel a bit slow before upgrading attack, however, I liked the way you used mimic. I felt like having to use the mouse to select the attack/def/mimic THEN using keyboard to select target is a bit counterintuitive, I personally try to focus on mouse only or keyboard only.
Nevertheless, well done Boebi! Great game :)
Hi Boebi!
Yes, it was heavily inspired of Darkest Dungeon!
I agree that seeing alied health would be useful. There’s an health bar below characters that I forgot to move on top of them after adding the menus below.
I indeed messed up on the erase part 😅 I forgot about it until 15mins before deadline.
Thanks for playing my game and taking the time to leave a comment! 😊
Nice combat style! I like the way you structured turns, where Chodz could attack multiples time in the start of each fight for example. Some attacks are drastically better than others (net is pretty useless haha), however, I can't really talk about game balance (since you played my game with the impossible troll haha). I really like the attack speed that would allow us to attack multiples time in a "turn".
it's a long game, which is impressive for the jam. Very well done! I was sad to sacrifice one of my character at the end! Good job
Hi Habidakus,
Firstly, thanks for playing my game!
I wish I went deeper with the forget ability, but I implemented it 10 mins before submission haha. Thanks for the feedback on the UX and layout design, I tried to convey as much as possible without having too much text, wish I did a bit more.
I agree with you, it becomes a bit annoying not to see other heros stats without waiting their turn.
I'm making the changes in the post-jam version based on your feedback. Thanks for your feedback :)









