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Ezreem

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A member registered Mar 14, 2025 · View creator page →

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Excellent! The visuals are consistent, good animations, great game feel — these are fully complete games. The mini crossovers (games within each other) strengthen the feeling of a single unified product. I especially liked Boost Up, with its mechanics perfectly translated from the original. If I had to find something to nitpick, it would be the audio feedback for tapping in Flap Up.

From the main character's walking animation, it's obvious that he's here to kick ass — and in the end, he destroyed the very thing that created him: Godot itself. The music slaps, the visuals live in a single cohesive flow, the controls are hardcore — slow, but they work as intended, I suppose. I got whacked on the head by some cats, but the boss was defeated, and that means something.

I like the overall color scheme. The sprites are nice, the music is the kind you could arrange a couple dozen frog murders to. There probably would have been fewer frog deaths, but the hitboxes have their own ideas about that.

Listen, I'm not sure a frog of that size could actually be hurt by a car — that's a pretty even matchup. The game works overall, it gets its point across, but the UI could use some work, especially the game over screen.

Ohhh, Minesweeper! Bring it here. Hello to my childhood, with blind taps on the field hoping I wouldn't hit a mine — I didn't understand the rules back then. There are different modes — awesome!

Thank you for playing! I'm afraid the issue with the aim/sight might be a bug — I'll try to find the cause of it. I'm grateful for your opinion and your notes.

Thank you for playing, glad you liked it! Thanks for the note.

Thank you very much, it means a lot to me that you liked it.

Thank you for your feedback, glad you liked it! Your idea is perfectly logical and appropriate, but it's not present in the original. For me, it was important to follow in the footsteps of the original developer, especially regarding the core mechanic.

I sacrificed several duck lives trying to save them from industrial oblivion. I liked it, but no one was saved, alas — the mother ducks remained widows. Such chunky feathered lads, you can really feel the weight of their well-fed bodies — it added a pleasant sense of some kind of flight, I guess I'd call it smooth gliding of something hefty. The visuals are consistent, the game feel is there.

Of course I already wanted to throw a portal into any of the walls — the game is literally telling you through its visuals, "I've got all that shit you love right here, now let's start making some inter-dimensional mess." That didn't happen.

It straight up lags, unfortunately you get tired of playing quickly with that kind of frame drop. I only had enough strength to beat the first steel bastard and a couple of his buddies.

How do you like that, Elon Musk? A record of 61, and only because the music track I was wild flexing to ended right there! But I only achieved it because in one of my attempts, the lower pipes started just disappearing as I got close to them.

Frogs — honestly, I felt less bad when they got splattered on the road than I did for the rabbits. Cool that there are different modes. You can skip the water entirely — if you don't ignore it, you have to wait forever.

The art style is consistent throughout, close to the original, and looks good. I liked the game's speed — there's a good balance between having to maneuver and shoot. The warning beep sound is slightly too harsh, and the flying saucer's attack can catch up with you too quickly from off-screen.

Cool, fun, cute! Liked the art, the voice sounds are pleasant, overall the game feel is good — you want to stay in the game and punish those charming petrified droplets, that's how I saw them.

As for criticism: I didn't see any progression. The game stays in the same state the whole time, from start to finish. Once you realize how effective the first skill is, the basic attack becomes unnecessary.

Thank you, that means a lo

Thank you for your feedback! If you were playing in windowed mode, the text is indeed harder to read. Either way, by tweaking the color grading, I slightly messed up the visuals of the UI text. I should have rendered the UI on a separate camera to avoid that.

Thank you for the feedback, it means a lot to me!

I didn't want the player to be able to buy out the entire upgrade shop right away — I wanted them to progress gradually. I agree with you about the penalty for mistakes — it's too harsh, I didn't have time to balance that properly. Yeah, by level 10 there are too many missiles, and I think that again comes down to the balance not being fine-tuned. But I made the decision to keep each game session short, which is why the constraints are pretty brutal, like the high number of missiles. I believe that within the scope of the game, the final upgrade levels for each stat give an optimal boost to the player's power — anything beyond that would be overkill. But maybe it felt different to you because of what you described in your first point.

Thanks for the feedback! I intentionally didn't add mouse controls to keep the experience closer to the original, and also for a tougher overall experience.

Thanks! Glad you liked it.

Thanks!

Cool! You can tell a lot of effort was put into this — a Worms clone in all its glory! The grappling hook is even there. The visuals are janky but in a good way, and there's plenty of it. The dev is a legend! All that's left is to find a crazy friend to play 30 vs 30 in fifteen-minute rounds. If anything was missing, maybe a bigger impact — though it's there, and for some people it'll be just right.

Everything about this merciless river wants to ruin you. Oh, those branches of Yggdrasil, so majestic. The visuals are mesmerizing, pleasant. The sounds fit perfectly.

Cool sprites — the background would've highlighted them perfectly. I liked how after a loss, the hero's corpse stares at you.

Those freaking bombs want to do DUN! DUN! DUN! to you.

The visuals are screaming that they want to tell some kind of story — shame the game ended up mute, it really could've used some sound. The animations are cool, especially the walking one. The background is mesmerizing.

Man, those two guys totally drained me.

Overall, I liked the game. Nice minimalist visuals, cool melting effect.

There's just too little — I expected at least a win screen, and ideally a couple more levels with different enemy placement.

This is something insanely fast

I believe that jumping in a platformer is the foundation, and it should be implemented at a decent level.
The music is great.

Thanks!

Thanks for the feedback. Your suggestions and observations are absolutely valid, but my goal was to create something reasonably complete within the scope of the jam, so I didn’t develop the mechanics further. I understand they are quite simple and not fully refined. I’ll most likely leave the game as it is right now — I want to treat this release as my first release and keep it that way.

Total beef, and absolutely spot-on with the themes.

My favorite channel is Squirrel with a Knife — I actually watch it myself quite often.
And overall, the idea with procrastination going up to 999,999 is pretty cool. It might even be interesting if the player could never actually beat her at procrastination and would just keep grinding to set the highest possible record instead.

Realy well