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Enygmatic

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A member registered Jul 18, 2018 · View creator page →

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Thanks for playing!

Yeah I still really like the Windows 9X look so I would like to try it again but with some more twists or variations. I think the well is far from dry but I don’t want to retrace steps to the point of monotony.

As for the weapons that’s very interesting. Because the fire weapons should one shot all the Promethean enemies, and the water weapons should one or two shot the Orochi enemies. In fact the earth weapons are weaker against the Promethean and Orochi enemies, so maybe I just made them feel too satisfying lol. I’m glad you liked the combat feel though, was one of the major things I wanted to improve on over my past couple entries!

Thanks for playing, and the kind words!

I’m glad to hear my entry this year met the standards of my usual work for you! Yeah I decided the Windows 9X aesthetic hasn’t totally run its course yet, at least not for me so I reused it again this year with some additions.

I’ll definitely work on refining the movement, I think I’m just used to slower movement from other games I play so I’ve made a note to ratchet it up in future games.

As for the combat I always go for too easy over too difficult at least for jams. May make the game less interesting but means people can finish it. But yes I did also have Descent to Undermountain as an inspiration so some sluggishness was intended lol. 

This was a very nice short but sweet entry!

Of course it would have been nice if there was a fancy end graphic or something but I think the game is better served by the rest of the game being playable rather than a detailed ending existing. And in any case my game arguably has the same problem lol.

I think the movement could be improved by allowing the player to hold down the movement keys. And maybe it's just me but I think it felt a little too cramped with the players camera being so close to the front of a tile. It's not a gameplay impediment in this case since you don't have to look on the floor for anything, but it just feels off to me.

And I agree with the rest of the self-critiques listed on the games page, though on the audio front I think what's there works quite nicely.

As all the other comments have pointed out the computer terminal mechanic is very cool! At first I thought it was just a great interaction animation, but being able to manually move the cursor selection around was neat. It felt like something out of Alien Isolation for me.

I also like the little diegetic element of having the health bar displayed as part of the robot's model. A very unobtrusive way of showing the health bar, AND having it be close to the players health bar which makes switching between them easy.

Overall I think what you did finish is good, and hopefully next time you'll be able to realize more of your ideas! Good work!

Every year I find your games to have beautiful art with a cool looking old school interface, and while I usually manage to get at least decently far in the games, this year I feel like I stumbled around and barely scratched the surface.

I definitely got that death in the first section is expected, but good god the rest of the game is brutal. My attacks seem to rarely hit and when they do don't do that much damage. I'm getting constantly surrounded by enemies, and even when I stun groups of enemies they still follow me around and damage me.

And I really love the verticality and variety switching from the ground to sewers and climbing on the rooftops. But I cannot keep track of where I am so I'm constantly getting lost, and I somehow seem to always drop off the rooftops to the same section I was just in. I know you mentioned in another comment there's a map available as a pickup, but I would personally be unable to find it even if you told me exactly where it is. And because I spend so long wandering, around more enemies hone in on me and I die. And since there's no way to bring back fallen party members it just got to a point where I felt like trying to progress was pointless. Even with the save system (which I really appreciate this game having) I just had to tap out.

But back to the positives, again the artwork is gorgeous! The backgrounds are all varied and very atmospheric, the characters designs are fun and feel old cartoons, and I really love the little details like being able to see in through windows when close up!

The music and sound effects were also solid for this type of game. Only exception maybe the walking sound effect, I thought it was a little too high pitched and loud, but it does at least sound authentic to the era.

Another very well made dungeon crawler, but the combination of gameplay factors just made this not a game for me I'm afraid. Good work!

Well this was another solid entry from this crew!

The art style was absolutely beautiful, the user interface was great, and the progression felt good.

My minor quibbles are I think in the later sections it would have felt better to be able to hold down the buttons to move, and I felt the environments got a little too samey for some parts.

I do appreciate some of the parts that break up the monotony of the environment, like different coloured stains on the walls, the teleporting blocks in that one section (felt like a throwback to a past game of yours where that also screwed me up a little), and that one open chasm, made the area feel a little larger than it was.

The concept of the player being 3 kobolds in a jacket was also fun, and the elemental differences with learning abilities as you defeat enemies was neat.

Overall I thought this was a great entry, and thanks SO much for adding the quick save feature! Great work!

Well funny seeing you folks here! I'm really glad I got to try this out but I'm sorry to say I just didn't manage to finish it.

First of all I love the overall tone of the game, very much captured the feeling of a dystopian mall with the music, statues and general liminal atmosphere.

I think the movement speed could've been a little faster with how much ground there is to cover, but the movemnt itself felt good I thought.

I liked how smooth the map transition felt, just generally I thought the UI was very well done!

I also really liked all the little details on the save/trash deposit stations, with the squash and stretch for when the cooldown is over.

And I thought the combat was incredibly unique, but I think would strongly benefit from a bit more explanation in-game to make it idiot proof. I got it after a couple lengthy battles where I dealt lots of 1 hitpoint damage and suddenly by accident a 44 hitpoint damage and decided to alt-tab back to the game page. I guess that's what I get for skimming lol. Once I understood it though it was very neat seeing all the different patterns of enemies.

And further on the topic of combat, I think the price of soda is a little too unforgiving. I had restarted a couple times because I got to a point where I had less than 10 hitpoints left but just wasn't able to defeat enemies fast enough to avoid damage. It got really easy I found to get into a vicious cycle of combat giving negative returns. Which was fine for the more optional fights, but discouraged me from continuing on the level after the escalator where I was really far away from a save station, and just barely scraped by all the enemies only to be killed by a trap.

Oh and imo the traps should disable as soon as the player clicks them, about a half dozen times I would get clipped by a trap AFTER I had disarmed it but before it had vanished into the ground. It felt less like rewarding patience and more like bad visual communication.

For my experience the combination of the last two paragraphs made extra exploration not all that appealing, as I was more likely to be harmed than rewarded.

But back to the positives, I think this was overall a very well made and polished game, and the audio work was definitely top notch. From the anti-consumerist music to the absurd announcements over the malls speakers, and even the little effects during combat every part of it was well done!

If this was a smaller and more forgiving game I think this would be one of the better dungeon crawlers I've played in this jam. Excellent work!

Yeah, while I might have avoided sleep deprivation during the jam, holy moly it was a sprint to the finish lol.

I did actually have the game boxes of my previous games in that room with the mousepad! They were on the shelf lol. And while I did have art from previous games strewn around I tried to be a little less self-referential. And as you accurately noted this game builds heavily on my 2025 entry but with some improvements. I'm glad you liked the enemies! I wish I was able to further iron out some issues but I think they're an increment better than last years AI.

As for that bug with the sanctuary level, the only thing I can think of is if one of the levers was missed earlier on in the level with the two big green block pillars. Admittedly I didn't do the best job of sign posting, but there's one lever that opens the inner sanctuary door, and another that opens the outer door.

And yes the flamethrower particles are Godot hitching trying to load the graphics, it's been an issue in all my games, but it's strange that it happened repeatedly. It should hitch the first time and then load smoothly after that. In any case I definitely need to look into pre-loading assets for my next game.

I'm glad you liked my game, and thanks for playing!

Thanks for playing it on stream and providing all the feedback, it was really helpful!

Hey thanks for playing and the kind words!

For the bugged audio at I correct in assuming it was the footsteps of the burner enemy in the library?

As for enemy corpses blocking progression I’m curious where were you seeing that? I don’t think I ran into that in testing beyond the first couple days of development so I’d like to sort that bug out before the post-jam patch.

Thanks for playing!

I'm glad you like the Windows 98 look, I still find it very cozy and charming lol. And I did definitely lean into the aesthetics of the era a bit with some clashing art styles, something about 90's-y2k era art I just can't shake.

I'm definitely glad you noticed the environments! I felt my entry last year was too monotone and samey, so I wanted to give a little more variety with the outdoors areas and different colour schemes.

I genuinely wish I got to do more of the story and lore bits, so I'm glad you liked what was there! And adding the library details was really fun, and the sort of thing I miss in jam entries usually.

I'm glad the combat/movement updates didn't cause any major issues, I wanted to add a little more physicality without it becoming too much.

I really need to learn to pre-bake effects in Godot, so definitely adding it to the list of things to sort out before next year. As for the enemies, yeah they have issues as usual, I fixed the bug where the player and enemies end up on the same tile, but now the enemies don't know where they're going!

Thanks again for playing and all the feedback!

Thanks for playing! Yeah the game has some parts I'm not really happy with, seems every year with my dungeon crawlers I fix one bug and 2 more spawn in its place lol.

I find both 90's windows and janky games endearing (and I've made plenty of the latter) so I'm glad that came across!

Thank you so much for playing!

The Windows 95/98 look has always felt very cozy to me and I don't know why but I love the look of something artistic that looks like it was rendered in accounting software lol.

I'm glad you liked the writing, frankly I wish I got to do more worldbuilding than I had!

Thanks for all the kind words and I definitely plan to have more games out soon!

Yeah the missing wall textures I realized after I made the final build for the game and didn't have time to correct.

As for the note, I discovered what's happening is there's a collider of an NPC's "field of view" area that extends just into the tile of the note and potion. I've managed to fix it for the post-jam patch already!

The tooltips being cut off are an issue with the resolution so the game doesn't the players cursor is at the edge of the window, it's a single setting I didn't flip in Godot.

The looping footsteps is a bug, I saw it happen on stream and not exactly sure why it happens, but looking into it!

I think I must've just been playing slower paced games recently or something because I didn't notice the movement speed until others pointed it out! I think I was also afraid of the game being too fast-paced like the boss fight in my 2026 entry so I over-compensated.

Thanks for playing and all the feedback, glad you enjoyed it!

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Well I'm sad to say I seemingly didn't reach the end of this game but the parts I did play showed off some very neat gameplay concepts and mechanics I haven't seen before in a dungeon crawler, at least not quite like this.

The combat system was a little strange at first, having to manually aim to attack didn't make much sense, but when I got to the defence phase of combat it started to click. Though admittedly while I like the idea and mechanics of the damage blocking with the options of equipped items or armour absorbing damage, the actual attacking seems like it's missing some limb targetting ability, or perhaps it's just not explained that well?

I also really liked the ability to add the various item upgrades and accessories to equipped weapons and armour. And the item degradation I think is a good idea with how it ties into the combat system.

I did have some issues with the game though.

The level geometry of the grid seems off center at points, I don't know if I managed to move off the grid due to a bug, but I think it might have actually prevented me from moving beyond the first floor. This was my view at the end of the first level:


This led to some tiles being too far or too close to walls and generally feeling a little odd.

I also ended up getting attacked by enemies through walls in the tutorial, and simply had to just run away. And while I appreciate there being a dedicated tutorial, I wasn't able to find a definite end to the level and instead ended up on the outside of the world.

The lack of a pause menu to exit out of a the level or game also meant I had to Alt+F4 to close out the game and reopen it.

While I really appreciate the amount of items we get to try, I do wish there was a way to drop items and replace them with the higher quality items. This didn't affect gameplay much since I was able to kill everything in my way, but I think the ability to drop or swap items from a chest would be a good QoL feature further down the line or in a later game.

Regarding the movement, I think the ability to hold down the movement keys would help this game feel more fluid. There are some lengthy hallways and holding rather than repeatedly tapping could cut down tedium a fair bit.

Overall there's some really neat ideas here that could make gameplay genuinely engaging, but the technical and design issues hold it back. And as someone who made a game also kinda held back by technical issues I know how frustrating it can be as the developer.

Good work!

Thanks for playing and the feedback!

Yeah the Y2K computer graphics look has always appealed to me, and tried to take inspiration from some crummier 90's games to give it a bit more charm (and admittedly to be a more achievable quality standard in a week).

I'm glad you liked the movement updates too, my past dungeon crawlers I thought lacked some physicality so I made sure to dedicate more time to it this year.

Thanks for playing, I'm glad you enjoyed it!

Yeah there's a number of little details like that I only noticed after I made the final build for submission. But thanks for pointing it out, it will be fixed in the first post-jam patch!

Thanks for playing! I actually just uploaded a build with some fixes, so in the event you did encounter some problems I would appreciate if you tried the new build!

Thanks for playing!

I’m happy to hear you enjoyed the game despite FPS not being your thing. I really wanted the game to FEEL challenging but not be punishing, there were a few tricks I pulled to make that feeling come across and I wasn’t fully sure it would work. And combined with my attempts to make my games more accessible I’m really happy it worked out for you!

And the voice acting was fun, so I’m glad you enjoyed it too!

Well that was an excelletn bait and switch at the start, thought I was getting myself into an X-Rated version of The You Testament!

The game overall has a lot of good jokes, the dialogue feels like a mix of Disco Elysium and Cruelty Squad, and I love the little details like the commentary bubble and the character portraits. Also, did the Cool Knight make a FunHaus reference with NASCAR being a palindrome?

The issue I did find with the game is that the hunk only heals you once, despite the game saying otherwise. Not a huge issue but I do wish I could wipe the dungeon of enemies.

Being able to move while dialogue is playing may or may not be intentional but I like it, makes the game flow much faster!

This was an excellent SBIG entry, great work!

That was really cool, one of the best twists I've ever seen in a visual novel!

The art is a bit too good imo, though the end section has some parts that lean a bit towards bad.

If anything the game overall just feels more like a subversion of VNs or experimental than truly "so bad its good". But if need be probably better to trend towards good than bad, which this game does handily imo.

And I frankly appreciate the short length of the game, it has enough cool stuff going for it, doesn't need to be stretched out o half an hour.

Great work!

Just as brilliant as last year but with moar!

Again the loop is fun, the music is popping, the artstyle is a great mix of pixel art and stock photos. Though I admit in some cases I was Opposed to this level  of Force!

I still find the hook a bit slow at the start, but the upgrades really do make a difference, so the progression feels fun that way.

The one major complaint I have is the fish circles being the same colour as the water, I think it made them a bit too difficult to spot at a distance.

Aside from that this was a great SBIG-y adventure! Excellent work!

Another banger, another banger from Ja Wizardman IV's XCVG!

Now that I've properly looked at it, I definitely see what you mean by wanting to paly the game promised by the cover art lmao.

The opening and the menu were very well done! It really captured the Baldurs Gate look and feel in the classic XCVG style! I admit I did feel teased by the dice rolling sound though, genuinely expected the dice roll screen to show up at some point lol.

As for the gameplay itself I liked it as someone who 100%'d Papers Please, and I loved all the references to other games and IRL events. Though I admit I felt the text was too small to read on the passports at points, some form of zoom in function would've been great, but hey its a jam, and SBIG at that!

And the multiple layers to this thing really added to the experience, I was immersed the whole way through!

10/10, a new SBIG classic!

This was an interesting concept, but I admit I suck at chess and haven't played sokoban, so I sucked twice at this game lol.

A shame there was no sound, but the art was well done, frankly a bit too good for SBIG. Frankly overall I didn't find this to be "so bad its good", more like "so niche its confusing" tbh.

But, it is an impressive combo, good work!

This was a short but sweet one, the art is perfectly fitting, and I love the audio quality with it suddenly going from being in one ear to surround sound lol.

The story telling and gameplay progression is beautifully succinct. Not enough mechanics to be confusing, but enough that the gameplay changes up slightly. I was actually surprised by the boss fight presence! I honestly thought the dash was just for speed.

A great little "so bad its good" game, excellent work!

I was promised to meet cheese, and by gum I did!

I got a D and then a C, so I guess my taste in partners needs some adjustment. The opening was decently well done with the sound effects and visuals, and I really liked the loading screen!

The various little scenes were neat too with the various notes around the screen.

This was a short game, but for what's here it was pretty neat. Good work!

This was some supreme So Bad It's Good energy!

The ads are amazing and shockingly not fake, I thought they did get a bit tiring towards the end but I guess thats kinda the joke.

The clicker section was rough until I realized the ads weren't just art and I could skip the clicking, at which point I thought this was the best clicker game I've played all jam!

The art and presentation is brilliant, and the frustation platformer sections I thought were well done as someone who hates frustration platformers.

Frankly I haven't seen a game execute faked frustration so well before!

Overall this was an excellent entry, a certified SBIG classic, great work!

Thanks for playing, glad you liked it!

I intentionally wanted this game to feel challenging without punishing, hence the regenerating health and respawn points so I'm glad you still had some effort required.

Yes the overly stretched textures were intentional.

I though Ned set up the jam so team members could submit, but maybe not, I'll have to ask him about that.

Did you play only the browser version? For some reason after some point, seemingly after playing some number of sounds in a row, the players weapons don't make any sound at all. I think it's just a limitation of WebGL Godot. The sound pitch randomizer does require a lot of audio streams being created and removed.

I don't know if theres an actual end game or win condition to this game but I thought it was fun!

The cointoss mechanic was confusing at first, as I expected the drag to be the opposite direction, but once I got into it the platforming was interesting and kinda tactical. I think there could be more to it if this were a different jam with more polish, but I enjoyed playing around with it. And I say that as someone who is not a fan of platformers generally.

The game could definitely do with some sound effects, even just some basic ones for jump, collecting coins, launching with cointoss, etc. It would really help the game come alive.

Overall though, I thought this had some interesting stuff in it. Good job!

I admit I'm not a fan of clickers, and at the start I was really annoyed by the fact the click detection was really slow in this game.

But having now experienced it, I think it's fine not being as instant as other clickers, or have the text change every few clicks instead of on every click. I don't know, maybe that would make the game feel like some progress is being made?

I do like how it played into the game becoming spookier, with the monster or whatever appearing out of the corner of the players eye when you finally are prompted to turn around.

I agree with the other comment saying it feels like I missed something though, like there was supposed to be a big reveal but instead just kinda cuts to black and ends over some frankly too slow text cards.

The game didn't overstay its welcome, but I feel like there's something screwy with its scripting and pacing.

Good work!

A confusing experience but fortunately I am expert in pressing/clicking things until something happens!

Overall I didn't find this too bad, the one area I have complaints is in the final section trying to offload the workers. It felt like I had pressed every combination, and even when I found a valid combo it still took multiple tries to find success.

I actually found this pretty clever beside that, but then I also enjoyed all the Rise Of the Golden Idol DLC so maybe I'm a sucker for punishment and combining things until it works lol.

Ultimately I enjoyed this as a nice short experience, and in larger jams I enjoy shorter games. Good work!

Unfortunately I was too cooked to get to the final boss even on Easy :(

Not a bad little shooter, though I found it hard to focus with the moving 3D background. And it is possible to cheese most of the enemies by just staying near the top of the screen. Though this cheese does backfire with the bosses.

Overall not a bad little game though, good work!

A surprising amount of twists to this one!

The first two sections had some surprisingly polised mechanics for about 3 days work, especially for SBIG jam! The third and final felt a bit more in line with what I would expect, and while it was anti-climactic it was in keeping with the spirit of the game so I didn't dock any points or anything for it.

I agree with other comments saying the first section went on a little bit too long, but it wasn't excruciating.

The art I honestly felt was more cute than "so bad it's good", but the gameplay and progressions leans a bit more into it which is nice.

The music was also quite nice so good on your gf for that part!

Overall this was a neat, twisting experience, good work!

A BRILLIANT So Bad It's Good entry!

I know Crazy Taxi was the main inspiration but it really gave me the same vibes as Quarantine mixed with Simpsons Hit And Run. Which is to say I like it lol.

The setup actually felt like a setup for a Disco Elysium parody, and if that was the intent I think you knocked it out of the park! The french accent was the real cherry on top of that part lol.

Generally speaking, I love the attention to detail, the image in the mirror, the cans on the dash, the absolute unit of a forearm, and I really liked the radio and how many different tracks and in-between stages there are.

I appreciate both third and first person mode being offered, first person was great for feeling cool and dumb, third person for actually getting a good view of whats happening.

I think keeping the player on a track and not having them crash onto the sides of the road was an excellent decision for QOL and keeping the focus on the jank.

I sadly never reached the goal, currently $2000 would probably require an hour or more of grinding which I just dont have time to do lol. Really my only complaint is the lack of actual content in terms of an end goal and progression. If the goal was lower, or if there was a bit more variety to the surrounding city I think this would be a real winner.

As it stands though this is definitely one of my favourites of the games I've played so far. Excellent work!

This was awesome!

I loved how the player is absolutely LAUNCHED by damage rather than being killed, this alone not only made the game less frustrating but also much more comical.

I loved how there was some optional exploration and skips, I LOVE the art. The MS Paint spray can backgrounds are especially nice!

I thought the dialogue was decent, and the ending was genuinely funny, along with the MS Paint end screen.

This was a fun "so bad its good" platformer that managed to avoid being frustrating, and I say that as someone who is not really a fan of platformers.

Excellent work!

While the art is definitely SBIg, there's some genuinely neat ideas in here!

The items turning into bonuses in the later half is really cool, and I like that you let the player stay and farm more if they want to.

I sadly never made it further than wave 8, the giant is just way too tanky for me even with level 2 cannons and wizards. I think some healthbars for enemies would've been a real improvement, as it was hard to tell if some attacks did anything. With the spells in particular it seemed like the enemies were unharmed until they suddenly died.

Also I noticed the sound is REALLY quiet, like I barely noticed the sound effects in the latter half until I had my volume up 2-3x what it usually is on my headphones.

And the main menu doesn't fit on screen at all, while funny it does make it hard to tell that the player is supposed to do anything at first lol.

There's definitely some balance and QOL features that could be added here, but this is a neat idea I think could be expanded on. Good work!

Not a bad effort for a first published game, I admit I'm not a huge fan of RPG maker games, that might just be me being worn out from them over the past 6 years in jams lol.

But this was kinda interesting with the randomized rooms, though frankly I think the rooms themselves are too big and sparse. There are items to find, I found I think 3 drops, but that's across over a dozen rooms, several of which are pretty large.

And while this is more of an aspect of RPG Maker itself, the combat isn't that entertaining. It's not awful, it's rare I encounter an RPGMaker game with truly bad combat, but I've never been wowed by it.

Just overall generally I think this is a case where you should've thought smaller. By my count I saw the map names go up to "map 19", and I think that should've been the level count of the entire game, and even then you could've done with maybe half that and just focus more on the progression and having a defined ending. Maybe it's really easy to make lots of levels in RPGMaker, I'm not sure, but I know I've always found level design to be the most difficult part of game dev.

And frankly I don't know that I found this to be a "so bad its good" experience. It was tedious more than "bad," but the tediousness also held it back from being entertaining.

But back to the positives, I think there is more you could explore with randomized rooms, but I agree with the other comment it may be better for more of a roguelike experience. Or perhaps just have fewer, smaller rooms per layer.

I also liked talking to the various characters in town, with the buildup to the dungeon. Again I think the town level and buildings should be more compact, but it's more content dense than the dungeon which is good.

I think this is a decent start, and I like that you went a bit experimental with it instead of just a totally straightforward RPGMaker game. Good work!

Well stylistically this is a classic SBIG showing, the art and cutscenes especially.

As for the mechanics the attacks and movements are surprisingly detailed, except for the lack of walking animation but ya know.

I never did figure out the hidden mechanic though it sounds very impressive!

I do wish there was a bit more to the game though, like enemies being able to fight back, and more of an ending. But hey its only a little over a week so what can you do.

Overall I wish there was more to this game, but whats there is definitely So Bad Its Good.

I definitely feel you on the not playtesting thing, I’ve only ever had people besides me playtest my games before release ONCE. And that was for my capstone project in uni. Especially for my games, and I imagine this one as well, so much time is spent just getting everything together there’s no time for testing or more changes until after release.

I think there is something to be said for avoiding being generic, especially in this jam. But I find the most important aspect of how much I enjoy an entry for SBIG, and jams in general, is if I’m feeling frustrated by a game. Regardless of if the game looks or sounds great, if I’m being annoyed by playing the game then I don’t enjoy it as much as a game with say stick figures but the game loop is quick and snappy.

But yeah more playtesting is always a good idea.

I mean it may just be me, because I’ve never been a huge side scrolling platformer fan. And I think I submitted myself to it somewhat by trying to get all the collectibles, but I definitely think it’s a learning process. I’ve been making shooters since 2019 and I still haven’t quite got the balance right lol.

Well for starters, I love the idea of flipping the meme on its head.

I also really like the weird control of making V throw rather than a mouse button or spacebar or anything sensible.

I LOVE the character art for the gorillas, absolutely beautiful modelling and texturing work.

Unfortunately I ended up with 2 gorillas left, and couldn't find them anywhere. My major complaint with the game is that movement speed is too slow and bomb throwing distance too short for what terrain you have to cover. When you can see a cluster of 3 gorillas on the opposite end of the map and you KNOW you can't get there quickly it brings the game from "so bad its good" to just kinda frustrating.

So I gave up at the 2 remaining mark, frankly I think it would've also helped if the gorilla bodies disappeared after maybe 10 seconds. So you still get the fun of their bodies being blown around, but also their bodies dont hide any potential survivors.

I don't know if theres an end state, or at least one of any value. But I can't deny that this slots right into this jam. good work!