Thank you for playing! The AI still needs a lot of improvement, and the hit chance system also needs better balancing. We’ll keep polishing these parts and the game itself if we continue development.
Thanks again for the kind words and feedback!
Thank you for playing! You’re right that the player’s current tools are still quite limited, which makes it difficult to directly influence the outcomes of the battles. Being able to guide contestants toward certain actions or create more situations in the arena would definitely make the experience deeper. Thanks for the great feedback!
A deeply philosophical interpretation of the theme, with a complete and abstract narrative that still feels incredibly relatable.
The stylized visuals, music, and sound design are all beautifully crafted. Life is such an absurd journey — moving through countless countdowns, eventually reaching nothingness, where there is no countdown left anymore.
Absolutely amazing work.
I really love the idea of this game. Most of my feedback has already been mentioned!The controls feel a bit too sensitive to me (at least when playing with a keyboard; maybe it would feel better with a controller). Overall, I’d love to see clearer guidance for some passengers’ quests, as well as more variety in the types of quests.
Also, I really love the UI of this game. It creates such an immersive experience, and you did an amazing job. I think this game has a lot of potential to become a full release!
This is one of the best action games I’ve played in this Game Jam!
The combat feels incredibly satisfying, with smooth controls, exciting pacing, and great feedback when taking down enemies. The hit sounds are also perfectly matched and make every attack feel impactful.
On top of that, the theme is such a creative idea. You did an amazing job!
Thank you for playing! The Hunger Games was actually the direct inspiration behind this game, so I’m really glad you enjoyed that aspect.
Sorry about the loud beeping at the end—we ran out of time to properly tune the audio before the Jam deadline. We’ll definitely address it if we continue developing the game. Thanks for the feedback!
Thank you for playing! I’m really glad you enjoyed the concept! You’re right, the safe zone needs more restrictions, and the different ways to manipulate the arena still need a lot of polishing. We definitely wanted to add more ways to manipulate the arena, but ran out of time during the Jam. We’d love to add more tools and interactions if we continue developing this idea.
Really appreciate the feedback, and thanks for seeing the potential of this idea!
This game is incredibly fun and exciting! The high mobility, double jump, and grapple mechanic give players so much freedom, creating a really satisfying parkour experience.
I pushed myself and managed to reach over 1300 points, which felt really rewarding. I especially love that the game lets players customize the difficulty, making the experience very accessible and player-friendly.
Overall, an amazing job!
The clever puzzle design reminded me of Portal and The Talos Principle. The puzzles were really enjoyable, and the difficulty curve was well balanced, gradually teaching players how to use the mechanics.
The art style and sound design also created a great atmosphere. Overall, you did an amazing job!
My only regret is that there weren’t more levels. I’d love to see more puzzles built around these mechanics in the future!
Thank you for playing! You’re right, the player’s current options are still quite limited, which makes protecting a specific contestant and guiding them to victory much harder than it should be.
We’ll keep working on adding more ways to influence the arena, and look into the performance issues. Thanks for the feedback!
Thank you for playing! The idea and concept were acturally directly inspired by The Hunger Games.
The scene where Seneca Crane, the Head Gamemaker, was punished by President Snow after the first Hunger Games left a strong impression on me. This inspired us to create this game where players can experience being a Gamemaker and manipulate the arena from behind the scenes.
Really glad you enjoyed it, and thanks for the kind words!
Thank you for playing!
You’re absolutely right—more contestants, more resources, and more ways to influence the arena would make the experience much deeper. We spent too much time building the AI simulation, so we didn’t have much time to add more player interactions and systems. (Although the AI still needs a lot of work)
Thanks for the great feedback!
Thank you for playing! I’m really happy you enjoyed the idea and the extra objectives.
And yes, the balance definitely needs more work. The contestants’ accuracy and ammo economy were among the things I didn’t have enough time to properly tune before the deadline. I’ll make sure they get some more polish if I continue working on it. Thanks for the great feedback!
The game is incredibly polished! The consistent and minimalist art style, combined with well-timed sound effects, makes the overall experience very enjoyable.
The tower defense mechanics are also very unique and interesting. I wasn’t quite sure how the cell mitosis and evolution systems worked. If I had a better understanding of those mechanics, I think I could have made more strategic decisions.
Really fun! It’s rare to see a two-player co-op game in a Game Jam, and I really enjoyed the experience.
At first, I didn’t fully understand the rules—I missed the small text at the bottom and didn’t realize I needed to pass things to the other player, so I was just pressing buttons on the screen for a while. But once we understood how it worked, my partner and I had a great time playing together.
The audio and visual polish are also really impressive, and the little potato in the middle is adorable!
For a Game Jam game, this is incredibly polished! The visuals and sound design are both great, and the combat later on feels really satisfying. Considering this was made in just four days, you’ve done an amazing job.
The theme is really interesting as well. I think this gameplay loop has a lot of potential to be expanded into a full game.
The only issue I ran into was that my mouse cursor disappeared in the main menu. I’m not sure if this is a bug or something.
A really interesting variation on Sokoban! It took me about 15 minutes to finish.
I managed to complete some levels without using every element in the room, though I’m not sure whether that was intentional. There were also a few interactions I wasn’t sure if it is a bug or not—for example, I could use a jumppad to land on a TNT occupying the same tile.
That absolutely counts! A confused Gamemaker who still gets the survivor count moving in the right direction is clearly doing something right
The basic idea is to manipulate the arena indirectly: drop resources in strategic locations, lure contestants toward each other, and make sure someone gets eliminated before the timer runs out. Thanks for playing—and I’ll definitely work on making the guidance clearer!
Have already seen several streamers play this game before, but after I had played this game myself, I found this game even more fun than I thought before. The concept and ideas of this game are very unique and brilliant. The game is not difficult, but it does take some time to understand the property and function of each kind of block. Also, the artwork of this game is really nice and I love this kind of art style very much. Overall, this is really a nice work for 48 hours!