Thanks for playing! :) I’m excited to see your entry for the jam! <3
Ericcool09
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Thank you so much for playing! I had just gone back to play again to take some screenshots for the Itch.io page when I saw your comment. It’s exactly the kind of reaction I was hoping to evoke — the same feeling I experienced myself while playing, and now seeing that it resonated with you too means a lot <3
Good job! You can really tell the time invested in those two jam days. It’s a simple game, but a very solid base to build on, as you said — adding more levels or extra mechanics in the future! Adding a bit of feedback: I felt that the flashlights were quite hard to dodge; I saw in the web screenshots some antennas that I didn’t get to try because I got caught pretty easily, although I’m sure with more playtime you get the hang of it. By the way, maybe a scoring system for scaring the kid would make you want to beat your high score each run — that would be fun. Great music, by the way. Overall, a very nice entry! <3
Definitely, after all the positive feedback I’ve been receiving, it’s made me want to prepare a more complete version of Balance, with everything you’ve mentioned. It’s true that the game is really easy to expand on given its foundation, and I would have a lot of fun doing it. <3 Nice score, by the way! I find it amazing that even though it’s such a simple game with fairly limited content, you’ve still been motivated to achieve such high records. Thank you so much for playing, and especially for your comment :)
I’m really glad you liked the game and its art, and especially that it got you hooked hahah. About the difficulty, you’re absolutely right — I was adding content until the very last minute of the jam, and due to lack of time there are things I would’ve liked to polish, like the long-term gameplay.
Most likely, making it so that each time Birdnessman requires more points to appear, or that simply redeeming upgrades costs you a certain amount of points, would make it more interesting.
Thank you so much for your comment and for playing my game, rest assured I’ll take it into account for a future update <3
I’m glad you liked it! Honestly, while I was developing it I never thought of it as a clicker game, but now that you mention it, it really is exactly a clicker hahah. About the pills, there’s a 10% chance for one to drop when hitting the monster — it could just be that you were unlucky. In the future I’d like to raise the probability to 20 and add more types of pills :) Thanks for playing!
Oh! Thanks for the comment and for playing! :) About what you said about waiting for the gauge, you’re absolutely right. In fact, a side effect you also get from the sedative when it’s upgraded is that it makes the gauge drop faster—you can really feel the difference as you level it up. I’m glad you had fun hitting an innocent creature; I spent a lot of time making it feel satisfying haha <3
Thanks so much for playing and giving it a shot! :) I’m happy you enjoyed it, and I agree—without a tutorial it can be confusing at first. I like letting players discover the mechanics and systems on their own, but I’ve learned that with games that are very technical under the hood, that can be tricky. Thanks for the feedback—I’ll keep it in mind. <3
I’m glad you liked it! Let me explain: the % on the bar is the probability that the monster will eat you when you click on it. You can wait until it’s lower to take less risk, or go faster if you prefer. When you die, you lose your money, but the upgrades are saved. The blue creature upgrade makes the % go up less when you click, and also makes it drop faster. The green creature upgrade increases the amount of money you can store in the jar. And the strength upgrade makes you deal more damage per click to the monster.
You’ll notice that each time you click, the monster gets a little smaller. Yes, there is an end — killing the monster! But when you die, its health regenerates, so to beat it you’ll have to figure out what each pill does, level up your upgrades, or just wait until the % is low enough to avoid being eaten.
There are many ways to finish the game, but all of them lead to the same goal: defeating the monster. I’m really happy you enjoyed the game, and I hope you feel motivated to beat it =) My record is 6 minutes to trigger the credits.
I’m sorry if the system feels a bit unintuitive or too complicated, but I hope it made sense :)
After playing it for a long time I never managed to get past round 7; it’s a shame because the big guy showed up and I couldn’t even see him in action before I died haha. A very original game—I like the opening story and the music is super catchy. The only things I’d improve are the difficulty and the variety of the enemies’ attacks. Some way to upgrade the character’s stats after dying would have made it feel worthwhile even when you lose. Even so, very good game; I had fun trying to beat my high score in every run :)

Hi! Thanks so much for playing—I’m really happy you enjoyed the art and sound, and I appreciate you helping me improve the game with your bug report.
About the issues: the freeze pill is meant to stop the wake meter from going up or down; it doesn’t guarantee you can’t be eaten. And the meter isn’t a “fill to 100% = wake up” bar—it shows the current chance that Joompus will wake up on your next hit. Sorry that wasn’t clear; that one’s on me. I’ll look into the cases you mentioned (inconsistent fill amounts and times when the meter turned blue but still moved) and push a fix.
Thanks again for playing—now that you know how it works, I hope you’ll come back and slay the Joompus! <3
I love the animations and overall aesthetic of the game. However, the loop theme feels a bit loosely implemented. When you die, it just seems like a regular restart—there’s no clear reward or progression tied to dying, at least not that I noticed (though I might have missed it). Still, great work overall :)
Great implementation of the core mechanic. It's really fun trying to beat your own record. I reached loop 19 but died instantly—I’m not sure if there’s a hard limit at 19 or if one of my clones got impatient and shot randomly haha. Great job, definitely one of the most entertaining ones I’ve played :)
The first time I tried playing was through the web version, but the screen kept freezing. I followed the advice to run the executable instead, and it worked great :)
The first run felt a bit confusing, but I quickly got the hang of it and had a lot of fun. I reached the shotgun phase twice—shot the opponent once, and myself the second time. In both cases the loop continued, so I never figured out how to break it.
Visually, the game is impressive and reminded me of Buckshot Roulette. Considering it was made in just 5 days, the result is surprisingly polished. The only thing that confused me was the chewing gum: it only secured my bet the first time I used it.
Also, the squid caught me off guard the first time. Nice work!

Really cool idea to use Sisyphus as the main concept—and I love that it's one of those bugs that roll mud balls, haha.
It reminded me a lot of Hollow Knight—the insect theme, the map design, the character’s movement, and especially the background music, which gave me serious Mantis Lords vibes (my favorite track from Hollow Knight).
Amazing work! :)
Amazing audiovisuals—the pixel art of the train interior looks incredible! Overall, it was a really fun experience.
By the way, I found a little exploit that I didn’t use because I didn’t want to ruin the experience, but just in case you didn’t know: if you zoom in and out of the browser quickly while standing against the wall just before switching trains, you can briefly see whether the next room is red or normal.
I know it’s a pretty niche bug, but hey… that’s just how I play, haha. Great job! :)
I think the core mechanic and main idea are solid. However, I'm not sure if it’s because of Unreal Engine or something else, but the game didn’t run smoothly enough for me to fully enjoy the experience.
Also, when a car crashes into you, it gets stuck and you can barely move. That happened to me three times near the end of a run—I was about to win, but I got stuck for over 20 seconds without being able to move, which was really frustrating.
Overall, I feel like both the gameplay and the visual polish still need some work.
That said, I did love that the customers are eggs you can smash—hilarious touch, haha!

Visually and sonically, the game is incredible—congrats on how polished it feels. I really liked the aesthetic of the third-eye monkey.
The only downside for me was the gameplay. The loop theme felt a bit forced, and it mostly came down to moving the mouse in circles over the scribbles until the game eventually ended.
It's a shame, because the audiovisual side is outstanding. Still, great job! :)
The juiciness of this game is incredible. Every sound and effect when interacting with the buttons is extremely satisfying, and the CRT effect paired with the square-patterned background looks perfect.
The only downside is that the upgrade system feels like it’s just about spamming buttons, which eventually gets quite repetitive. My hand started to hurt so much that I tried using an autoclicker—just to see if the game actually had an ending… and apparently, it does! Haha.
Great job! :)










