Nice job! Good little gravity puzzle game! I I like the simplicity of the art style, and I think you introduce new mechanics at a great pace!
dw3nt
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Love the the 1 bit art style, and the core concept!
I could be missing something, but I agree with some of the other feedback about it feeling too difficult. The most fun run I had was when I modified the difficulty to give as much of every stat as I could get. xD
I could see any of the previously suggested ideas being a nice improvements:
- momentum to continue spinning you
- the ability to control which way you spin
- hot keys for refilling air and energy
Regardless, great job!
Nice interpretation of the theme! For me, the spin controls were a little too sensitive and that made it a little hard to aim. The enemy approach speed also felt a bit too slow, like I was waiting for them a bit too long.
I liked the explosion animation, and how it still included the eye, and the art style is a good pixel art vibe! Good job!
It sounds like this isn't in a state you're completely satisfied with, and that can be tough, but as someone who also struggled with being content and happy with the state their game was in, I'm glad you still got something submitted!
From what I can tell, the things you accomplished here aren't easy (especially in a week), and you should be proud!
Easily the most serious game I've seen! ; )
I like the idea of scaling yourself to navigate the levels. I also liked the simpler art style with the lighting effects. Gave a very "Thomas Was Alone" vibe. The music didn't quite fit the vibe for me. It made me feel like I should have been rushing, but I wasn't aware of any time constraints.
Regardless, good job! Fun game!
Really well made! Nice use of theme, but I couldn't solve it 😅 Not sure what I'm missing. I thought combed over each room with the mouse to find things to interact with, but I'm still missing 2 motives for a suspect and am assuming one of those is the correct answer.
The only feedback I really have is nitpicks, because it's so well done.
- your feet are about 1 pixel off the ground when you use the steps
- some of the sentences don't end with periods
- I think one of the door time logs was incorrectly showing AM instead of PM because if it's right they would have been out all night and it didn't show an entry for "next day" between them like other door logs (or maybe that's a clue I'm not grasping 😅)
- I played in the browser, and if I didn't fullscreen, the edge of the rooms get clipped and it's easy to miss the drawers
- some consistency on the highlighting between the rooms may be nice; it took me a bit to realize I could interact with the drawers because the first one i tried was empty and so didn't highlight, which made me think i couldn't interact with any of the drawers until i highlighted one by sheer coincidence
Again, all nitpicks (or things I missed 😂). Great job! Hope to see more in the future!
Like others have said, good job given the time constraint! I liked all the different mini games there were outside of just fighting monsters.
I did find myself wishing there were some quality of life features like being able to hover over items to figure out what items or stats did what, etc, but I get not putting those in given the time constraint. Other little tidbits include
- some more audio including music
- consistent graphical style including text
Good job though! Keep it up!
Nice job! I liked the genre swapping. Made the below place really feel extra strange and alien. Both genres felt pretty fleshed out, and liked all the ideas at play. The visuals and sounds all worked great to sell the different paces of each part of the game.
I also liked how on theme it felt. You went through a door, and spent time trying to survive and figure out what else was behind this strange door.
My only two pieces of feedback:
- the mouse sensitivity was a bit too high for me and made platforming in first person feel a bit slippery
- it took the guest too long to open the door for my taste (but maybe i'm just impatient 😅 - i just wanted to get to it! )
Good job! Keep it up!
Nice platformer. I enjoyed the mystery of what's behind the door at the end of each level. I also liked the clean and simple art style, and the little effects on the laser lines. Some critical feedback:
- SFX felt a bit too loud compared to the chill quieter music
- it was too hard to tell whether a dark purple platform was on or off (colors were too similar)
- the text at the end of each level didn't fit the art style of the rest of the game
Overall though, good job!

No lectures I could think of to link you. It was just a kind of intuitive thing I guess.
I went back and replayed it just to mess with the cursor, and to give a better understanding of what I was expecting vs what was happening. Thanks for the explanation of the clockwork directions. That makes sense and is easy to understand in a scenario picture above.
What I was expecting was something more along the lines of the cursor moves in the direction I press (if there's something in that direction). For example, if I press the Right arrow key, it'd highlight the right door. Then if I pressed Left if would jump all the way across to highlight the left door.
I think generally, I was expecting the cursor to move in the direction of the arrow key I press, and highlight the object in that direction, if any, That's just my initial opinion, and the clockwise thing makes sense too once I know about it. I wouldn't make any changes based on just my thoughts alone, but that's my 2 cents. Hope it helps. 😊
Really cool and unique stop motion style graphics! Great voice acting, and music!
My two biggest point of feedback are
- not having to use the mouse to click to the next level when everything else uses the keyboard
- it'd be nice if the camera in the arcade sections followed the player more so I could see where I was going instead of having to run into the bottom corner of the screen and only getting to see a few blocks ahead of me
Nice job! Great style!
Nice game! I like the ideas in place, but they could use a bit of polish is all. Some more character animations when you move, the layer of some sprites was off (I ended up with a railing over my face), and having coming out of a room by the rooms door instead of at the end of the hallway would be nice.
But good concept! Keep it up!
I think this was my favorite interpretation of the theme yet! An elevator door would have something different behind it every time it opens! Clever!
I had fun right off the bat! I like the idea or running to and from the elevator and having to collect things to progress.
Two ideas / pieces of feedback:
- the dash felt like it went too far too fast and made it feel a bit jarring
- i liked seeing how much oil there was to complete each level, but wish it showed me how much I had already collected
- I think it could also be neat to see some overall progression between levels too. Something that shows how far you are across the earth, (and you can estimate how much oil you'll need to get there), and then maybe that opens up the possibility of not having to get every can of oil from each floor. And adds some extra level of player choice based on the danger of the floor you're on. For example, "Oh I have enough oil to get to the next floor so I'll skip this floor cuz it looks tough", or "Oh, this is a really dangerous floor, I'm just going to go for one can of oil here"
Just some thoughts. Regardless, great work! May be my favorite so far! Good theme with a simple and engaging gameplay loop!
I share the opinions of some comments here. I loved the 2.5D art style, and think you did a great job setting up the premise with interesting dialogue, but the bumpiness of the mechanics made the rest of the experience difficult.
- love the art style
- great sound design
- nice intro (though I'd delay the scrolling of the text a second or two, as I was racing to read it as it scrolled at first)
- the aiming reticle didn't seem to line up with the wolves; aiming at them threw balls over their head, and aiming down didn't help
- hard to tell if I was catching something (I saw some text about a 30% catch rate..?)
- turning felt slow when trying to avoid wolves, and once i aggro'd them they were on me 😅
Really like the concept and art style, which is no small feat with a limited amount of time during a jam, so good work, and hope to see the mechanics smoothed out at some point and give it another go! Keep it up!
Nice game! Reminded me of those older dungeon exploring games, or a text adventure with updated graphics. I see a UI in your screenshots, but I wasn't seeing it when I played in the browser. Some sounds and some variety behind doors would go a long way (I only saw skeletons and chests).
Good work! Keep it up!













