Just uploaded it as a zip, with the .exe and the .pck file, you can check now if its working :D, Thanks again for telling us about this!
Eterna Studio
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1) the upgrade points were given because there was a bug that didnt update them correctly, so we didnt want people to be soft locked
2) there wasn't enough time to playtest the game and tweak the difficulty and wasn't enough time to add more nodes other than attack and defend to have more complex logic
3) negative costs were because they weren't implemented
Glad you enjoyed the programming vibe! Scratch was actually a big inspiration for making the logic system intuitive and visual, awesome that it gave you that nostalgic feeling.
the 10k upgrade points was due to a bug of the points not rendering in correctly like 3 minutes before the deadline so we decided not to softlock players and gave them points to experiment with. Thank you :D
Thank you so much for the thoughtful feedback! It means a lot, especially hearing that the loop-based gameplay stood out during the Jam. We were definitely toying with the virus/bacteria theme for a while, cool coincidence that you considered it too before going with the 80s aesthetic (which looked great, by the way).
You're absolutely right about the need for a proper tutorial. The upgrade system and loop design have a lot of depth planned. A future version would definitely introduce more structured onboarding and incentivize experimentation with different logic patterns.
Glad you saw the potential. We’re excited to keep pushing it further!
Haha yes unfortunately web builds hate GPU particles and so it's a bit off for that, but yeah on the downloadable version it runs buttery smooth. Thank you so much for your kind words and im glad you found the concept interesting. Yeah we're planning on adding some sort of onboarding to ease in the player rather than throwing them in without any explanations!
Heyy, you're completely right, if i had the time, i would've for sure done a better job at onboarding the player, hopefully after the jam, it will be a priority on my to do list, im glad though that you stuck through and gave a go at understanding it, and im glad because it seems it paid off since you noticed the depth that i've put into the game, thank you so much again for your kind feedback :D
Thank you so much for your kind feedback! I completely agree, the game definitely needs some sort of tutorial or more gradual introduction, rather than throwing everything at the player all at once. Unfortunately, due to time constraints, I wasn’t able to implement proper onboarding during the initial development phase.
That said, I really appreciate you sticking with it, and I’m glad to hear you enjoyed it once things started to click. Your feedback means a lot, thank you again!
This was wild in the best way. The momentum-based platforming really shined when it clicked, and some sections felt incredibly satisfying to master. I also appreciated how the map loops back around, there’s a clear creative vision behind the level design and working with the theme well.
That said, I definitely got stuck a few times. Some areas felt like they required a bit too much trial and error, especially without a reset or checkpoint system. But I get the “ragebait” angle, and if that was the goal, you nailed it :p
Really cool concept overall, and I’d love to see it expanded into a more refined version. Great work for a jam!
This was beautiful. The visuals really pulled me in. it’s rare to see a jam game this atmospheric and polished. The loop mechanic added an interesting layer of strategy, especially once I realized the inventory persists. When i saw the comments , i totally agreed it gave Outer Wilds vibes in the best way.
That said, the pacing did feel a bit slow early on, and I think introducing the core mechanics just a bit quicker could help players stick around longer. Still, this felt like a full experience, and the world had a ton of charm. Great work!
This was a great little arcade-style game. I really liked the orbit-based movement. being stuck in a loop but still having to strategize how to hit enemies felt fresh and fun. The thrust mechanic added just the right amount of control without breaking the core concept.
I made it to wave 11! The difficulty ramps up nicely, though I agree with others that some polish like particles or slight visual feedback on hits would push the experience even further. Super solid entry. Well done!
Beautiful concept and a great execution of orbital physics. I really liked the theme interpretation. the idea of giving Atlas a break by looping planets around with gravity is both clever and hilarious. I do think some visual help, like a short predicted trajectory line or a fade-in trail from the previous throw, would go a long way in helping players experiment and learn from mistakes without frustration
The physics-based gameplay adds a nice layer of chaos that actually fits the theme well. The art was solid, and the intro caught my attention right away. I was a bit confused at first about the objective, so maybe adding a clearer goal or UI hint could help players get into the loop faster. Still, the charm and potential are definitely there.
This was a super creative take on the theme. I really enjoyed the concept of looping player actions and using them as part of the puzzle-solving. It felt like a mix between platforming and programming logic, which was both fun and mind-bending.
Some feedback: I agree with others that the controls could be a bit more responsive, and a short tutorial or hint at the beginning about how loops work would make the learning curve smoother. That said, once I understood the mechanic, it was very satisfying to pull off solutions using my past selves. Great job!
Thank you so much :D!, I believe some browsers run slower than others, because this game uses GPU particles, i believe if you try microsoft edge, it would lag less, let me know how it goes. And yes the points weren't intended to be almost infinite, however we ran into a bug 3 minutes before submission that made rendering the points not work correctly, so i decided to give people enough points to play around with the tree rather than to get soft locked :D
Heyyy, thank you so much for your feedback, It is indeed very program like, and im not too sure how else i would be able to make it more game ish like, if you have any suggestions, we'd be happy to hear it.
Also i think its an issue with the web browser, on chrome it usually runs slower due to the amount of bloat. Try it out on Edge and let me know if its any better
Thank you for your kind words :D
Thank you so much for the detailed feedback, yeah all the points you bring up are very valid and i should've done them all from the skill tree root being unlocked to the players UI being more intuitive.
as for the no code editor, it seems i forgot to make it only possible for one output connection per node :P thats a big slip up from my end, my bad, i do believe though if you just add some wait nodes on both ends of those two paths, it should fix the issue, but yeah thats for sure something to get fixed ASAP after the game jam.
Again, thank you so much for the amazing feedback and im glad you found the game impressive :D
Haha you beat my highest iteration, im surprised you got that far, Just means i need to tweak the game a bit further for it to be a tad bit more aggressive in terms of difficulty spike per iteration.
Yeah i took inspiration from bloons TD and PVZ 2, their speed up buttons, and made it an autostart so that the player does not have to keep hitting start, unless they want to change their loop logic and or upgrade their skills :)
As for the upgrade points, unfortunately 3 minutes before submission we ran into a bug where the points werent rendering in correctly, so i hard coded them to not soft lock the player from upgrading, and let them experiment with the game
And you're absolutely right, i think zooming out as the iterations become higher and you upgrade your range would be an amazing feature, showing more of the terrain, ill definitely implement that after the game jam :)
Thank you so much for showing such love and appreciation to our game, we're glad you enjoyed it :D
The way i usually used it was If enemies above 0 then defend else attack, it was a bit better than just attacking, However you are right, i just didnt have enough time to implement other phases other than attack and defend, i had more plans for like splitting, merging, spawning allies, replicating and much more, but the time limit did not help especially since we started 2 days late :3. Nonetheless, im really glad you enjoyed the gameplay and the idea! And yeah we also didnt have enough time to put a tutorial. Alot of places to improve in the game, but i think first step is to actually refine what i already have and then build on. Thank you again, i really appreciate your comments an glad you enjoyed :D




