This game is an absolute gem. Anyone who’s ever tried making a game knows how much effort, time, and passion it takes, and you can really feel all of that here. It may be a small game, but it’s complete—everything fits together perfectly, and the design shows just how much talent went into it. The gameplay has a great flow, and the meta aspect adds an extra layer that makes it even more engaging. It’s not just technically well-executed; it actually means something. The way it captures that mix of pressure, challenge, and persistence is brilliant. Seriously, this is the kind of project that proves how much potential a developer has. Amazing work! This developer has serious talent, and I can’t wait to see what they create next. Personally, I’d love to collaborate with them in the future!
f0rb1dd3n403/TheYellowButton
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Thank you so much for your kind words! We’re thrilled to have created a game like this that explores these types of dynamics, as we truly believe in its potential. Regarding how it was developed, it involves a pretty wild use of subviewports through a scene that sets everything up using a pivot. You can check out one of the previous comments where we shared a screenshot that gives a bit of an idea.
Thank you so much! Unfortunately, with the limited time we had, I couldn’t manage to fix these issues. We’re sorry that the wall-sliding mechanics turned out to be frustrating. However, we’re happy to receive this feedback as it shows us where we need to improve. We hope to fix these bugs and expand the game further in the future!
It’s always a pleasure to play these creations, especially when they come from a team of veterans who consistently bring fresh mechanics, new challenges, and innovative concepts.
This game is very well-made and introduces interesting mechanics where you control multiple characters with different abilities to reflect projectiles back at enemies appearing in waves. The placement of characters is also important, as it activates special abilities, adding a layer of strategy to hit enemies effectively.
The numerous VFX are impressive and not something you often see in a game like this, and the character modeling is equally well-done. The music and sound effects perfectly complement the experience, adding to the overall immersion.
Kudos for this prototype, which has a lot of potential. There’s definitely room to integrate additional mechanics, but as it stands, it’s a great effort.
For those trying this game, I recommend starting with the trailer and reading through the game’s page, as everything is explained clearly there. For a future version, in-game tutorials might be a helpful addition to guide players through the dynamics. Excellent work!
Thanks for asking! What I meant about improving the controls mainly refers to a few moments early in the game, especially when you’re still getting familiar with how things work. There are points where you can get stuck, and it’s a bit hard to break free. Maybe it’s just me not being clever enough, but in those moments, I feel like I lose a bit of focus from the amazing atmosphere that the game creates.
That said, the controls feel much smoother later in the game, once you get used to them. My comment is more about those initial movements and mechanics—it’s just a personal observation and might not even align with how the systems were designed intentionally. It’s just a small thing, but it might be worth revisiting to see if there’s room for refinement.
Hi! Thank you so much for playing our concept and for your kind words, but especially for your feedback—it’s one of the most important things for us.
For a potential future version of the game, we’ll definitely consider making the intro scenes skippable. For this jam, we wanted to make sure they were visible and couldn’t be skipped by accident. I’ll also make sure to improve clarity for players in levels where it’s not obvious which direction to go. Unfortunately, due to time constraints, I wasn’t able to fine-tune the player controls, but once that’s done, it will greatly improve the overall gameplay.
As for the mirrors, in the screenshot you shared, the behavior is actually intentional. It’s an effect we wanted to test by placing multiple mirrors close together with different reflection points—this happens in other parts as well.

Thank you again for playing our game and for providing this list of issues—I’ve already added them to my board!
Pure magic—such a great idea! I really enjoy this type of game, and this little gem feels like a beacon for the spirit of this jam. It can definitely serve as inspiration to expand many of the concepts created during the event. It would be worth improving the controls a bit to ensure the experience fully captures its essence. Thank you for sharing this wonderful concept with us!
Thank you so much for your comment—it really means a lot to us and is very encouraging. We’re truly sorry about the issues with wall-sliding and appreciate the feedback about the delay when landing. This was my first real experience programming a 2D platformer. It was definitely fun, but creating a game entirely from scratch with so many mechanics to implement meant that some details didn’t get as much attention. By the time of submission, I was pretty exhausted since the game design and implementation were both fun but also very challenging.
That said, we’re happy you enjoyed the game overall, and these small issues should be easy to fix. Thanks to your feedback, we can improve the concept even more. Thank you so much!
Thank you, and we’re glad to hear you liked the concept! We also appreciate your feedback about the wall-sliding issue. Unfortunately, due to time constraints, we didn’t realize this behavior could feel a bit frustrating. However, we’re happy because it seems to be a problem that can be easily fixed. Thank you so much for playing our game!
Thank you for playing our game! The idea was to make the gameplay a bit tricky, but each level is designed to teach you how to progress and eventually complete it. At the part where you got stuck, you simply need to slide twice—jumping will result in death :-D. Regarding the controller issue, I’m not sure, as I don’t have an Xbox controller to test with, but it might be related to the web export. It should work fine in the compiled version for operating systems. Thank you so much for your valuable feedback!
Thank you so much! We’re really happy to receive your encouraging comment. We’ll definitely take your feedback into account, as it’s very valuable for improving the character dynamics. Who knows—maybe this game could grow into something more, especially since there are many other mechanics already nearly functional, but we just didn’t have enough time to implement them. Thank you again!
Good job on making a game with nice complexity, especially for a jam with limited time. The game has a lot of potential and could improve with small additions. An interactive tutorial might help players understand the mechanics better, but it’s great that you explained how it works at the start. Well done!




