I know exactly what you mean, I get PTSD from that death sound too. Thanks for playing and for the kind words!
Eren
Creator of
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The game started really fast and some parts confused me at first, but I got used to it eventually. At one point, one task asked me to click on all the hands to defend the cookie, and I clicked all of them but still couldn’t pass :( Later, trying again, I managed to get through. If you’re thinking of expanding the game, here are some suggestions:
- You could add an icon to the mouse cursor. Sometimes I confused it with the background.
- Is the number in the top-left time or score? I wasn’t sure. Sometimes it decreases, sometimes it increases. If it increases when completing tasks, I guess it’s time. You could change the font so it’s consistent with all the fonts used in the game. Also, the font you’re using is sometimes hard to read, and I even delayed completing a task while trying to read it.
- Sometimes tasks appear back-to-back. You can keep it if you want, but it felt a bit tiring for me.
Thanks for the detailed feedback! I get what you mean about the movement restrictions — that’s something I might tweak to make it feel smoother. I also see how the safe zone rules could’ve been explained better. And yes, red squares do clear grey squares, which is actually needed to beat the later levels.
Thanks again for playing and taking the time to write all this!
Thank you so much for the thoughtful feedback!
I'm really glad to hear you found the concept unique — that means a lot. You're absolutely right about the red squares and the lack of player agency. I appreciate you pointing that out so clearly. My intention was to create a tense, timing-based challenge, but I completely see how the randomness can turn it into more of a waiting game than an engaging one.
I already have a few ideas in mind for how to make the red squares’ behavior either more predictable or interactable. Adding more control or strategic options for the player is high on my list if I revisit or expand the game post-jam.
Good luck to you as well!
Thanks so much for playing and leaving detailed feedback! I didn’t have much time to test the game, so I honestly didn’t expect the battery situation to blow up like that :D
I didn’t use level streaming, actually. I focused on clean code and optimizing some unnecessary performance-hitting settings. Even I was surprised at how smoothly it ran, since Unreal sometimes behaves unpredictably. The only downside was the game build being over 900MB—but I really appreciate you taking the time to download and play it anyway!


















