Pretty good, not sure if it was just me but the look controls felt way too sensitive. Lighting was great which helped set mood. Had a surprise moment when the monster was chasing after me and I don't' scare that easy lol.
downfallgames
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Good game! Took me a moment to fully get into it after reading the rules, but once I did it clicked. One small suggestion: it might help if the main objective was shown more boldly in the middle of the screen (instead of tucked off to the side). That’s a nitpick though. Another idea could be to add a hint system, or even a demo/auto-play mode just for the first level or two, to show new players how it works in action.
The concept feels quite unique to me, and the atmosphere is nailed perfectly. The audio design especially stood out: the eerie synths and subtle clicks make exploring feel tense and lonely, and the dice mechanic really sells the “risk every step” feeling.
The 1-bit art style is striking, though personally it felt maybe a bit too extreme for my taste. That said, I still managed to keep playing and got drawn in despite the monotone look. I did struggle at first to clearly see the dice, maybe a small splash of red or another highlight could help them stand out without breaking the aesthetic.
Nice game! I found the controls a little challenging at first and kept mixing up the pick-up and put-down buttons. I wondered how it might feel if the controls were simplified a bit, or if there was a sliding power scale for the throw, for example, a single tap to pick up and put down, but holding the button to throw, with throw strength increasing the longer you hold. I also think it would work really well with gamepad support. Overall, I really enjoyed the game!
Cracked the level after a lot of attempts, satisfying when it clicked. I’d agree that a subtle shadow could help with depth cues, but it works as-is. Really impressed by the mouse character, I want to tackle something like that myself. A dynamically-driven tail with physics could be a nice extra touch. Curious about your workflow here (tools, rigging/anim pipeline?). And the animated intro characters, great polish!
Nice looking game and fun! I did find the text instructions a bit distracting, I didn’t really read them at first, then later realised I needed to control the guy when he got off the ship. Maybe it could flow better with a quick demo or a pointer arrow showing where to dock, and then prompt you to take control of the guy. Just a thought might just be me though!
Really enjoyed this, the single boomerang bullet and bounce mechanic is such a clever constraint and gives players tons of creative options. Honestly, not much to criticize here! One tiny thing: I personally find picking power-ups a bit overwhelming, so maybe a single-click “auto power-up” option could help players like me. I know plenty of people love having all those choices though, so just a thought.
Really like how you’ve leaned into the physics system, it adds a fun bit of chaos. The randomness with the ped board and buckets keeps it entertaining. The kid-threatening angle works in context, but for wider appeal you might want to soften it a little. On the end screen the text is a bit obscured, but other than that it’s a nice little lunch break game.
Really like how you’ve leaned into the physics system, it adds a fun bit of chaos. The randomness with the ped board and buckets keeps it entertaining. The kid-threatening angle works in context, but for wider appeal you might want to soften it a little. On the end screen the text is a bit obscured, but other than that it’s a nice little lunch break game.
Interesting twist on frogger style. Although cool I am not sure that moving the cars with the mouse mixed well as it kind of broke my focus on moving the dog. Maybe you could instead give the dog a super power to force push the cars when he gets a biscuit? Although maybe it works better with touch screen?
It was really just a case of running out of time between work and everything else, and maybe being a bit over-ambitious. But honestly, that’s the point of game jams, using the time to learn, experiment, and try new things. The polish can always come later.
We’ve already set up a post-jam project page, and the plan is to keep momentum going with an update each week.
Really interesting take I can see you had fun with this one. The atmosphere/mechanics give it a unique feel, and I like how you pulled it together within the jam constraints. Feels like you learned a lot building it. What part of the process did you enjoy the most, and what would you want to expand if you kept working on it
Not sure if I should feel proud of myself for beating a cookie (or was it a cupcake?) to death with a baguette, but it felt pretty good, lol. Loved the game! The NPCs felt solid too.
One small thought: from a personal preference, I wonder if aiming with the arrow keys and using / to shoot might work better or as option for pure keyboard controls? I did get the hang of the current controls, but they felt a little awkward at first with the trackpad on my laptop. Not sure if that would work in practice, but just a thought.
I’d also love to try this with a gamepad if there’s support for it, definitely planning to come back to i.

