Thank you, I hope you had fun!
Fatal Exit
Creator of
Recent community posts
3 million points is an insane score well done. Yea the game totally breaks down beyond a certain amount of enemies spawning. The dynamic difficulty idea I think would be amazing, thank you so much for that suggestion. Yea I noticed that bug also when tons of enemies are spawning fast, and you are blitz typing, I thought I had fixed that but sad it's still the case. I think it might be an issue where multiple enemies spawn with the first letter or first two letters and it locks onto the one you are not trying to type. Thank you so much for playing and your detailed feedback. 💛
Thank you for your feedback... re the upgrades etc do consider I only spent 2 days I had of the jam time to work on the game, and I did it solo too. If I work on the game or a similar game post jam I'll certainly consider in game upgrades or progression. Would have liked to have got a lot more features in but there's a risk reward balance when you are under time pressure to ship something that works compared to breaking things at the last minute and making everyone who plays the game unhappy heh.
Tbh my only issue was not being able to read the manual outside of the game, I think that would have helped me prepare. Sudden massive differences in "stress levels" of a puzzle get to me sometimes. Like if a lose condition suddenly appears with very little warning (I mean I should have expected this but for some reason I didn't ). I was still holding the manual when I disabled the computer system, which was incredibly dumb and it immediately threw me how quickly I ended up off the road. I could probably get further if I had another couple runs at the game, which I might try when I've rated some more of the games.
Visuals were really cool, music was suitably demented too for the "acid trip" style gameplay. I noticed both the weapons and some of the attacks seemed to have a pink texture as if not rendering correctly, not sure if this was intended. Very nice job of level generation, altho I noticed enemies could stick doors closed and you could get trapped on them.
I think if the performance was good here this would be one of my favorite games of the jam... reminds me of populous and black and white games from back in past days of PC gaming, seems like an impressive ton of systems. But when you have tons of trees, too hi poly models etc, ai controlling many characters etc it's very hard to scalably get the performance to go well for a jam even a 2 week one. But this is super inspiring for me as someone who wants to make an RTS with Bezi sometime so you have my support there.
Fun game. Interesting spin on like "reverse breakout". Like one of the others said I wish there was an option to keep a rune selected to place it down than the current system of struggling to place multiple runes fast. I feel that made it difficult to combo in the current game. Great idea tho and nice level of polish.
Nice idea, rotating the puzzle pieces in the form of a falling blocks puzzle was fun. There definitely seemed to be some occasional bugginess of a block seemingly fail where it was supposed to go or looking identical to another, and sometimes the pieces would fall through each other and teleport back to the top. But the idea as a whole is super interesting and I don't think I have seen a game quite like it, feels like very much worth polishing for a casual webgame or mobile game if it interests you. :)
Was so glad to have this show up in my queue as one of the first games for me to rate. Insanely polished for a jam game, a huge world, great storytelling. I think it'd be nice if the game encouraged you that there was no penalty for sprinting (or if there is it didn't seem very clear and very minor for such an effective speed boost). I made it to the ladder and one of the endings, the "enemies" near the end were an interesting addition too. Aside from some clunkiness to the climbing system/getting stuck on terrain, and getting a bit lost with no directional compass or anything of the sort, no other complaints and those are super minor!
This was an interesting game. Me being incredibly dumb wasn't prepared for what would happen when I rebooted the car to connect it to the internet. This is why I don't drive IRL LMAO.
Really cool concept and idea for a tiny story game would seriously love to see this expanded or like a co-op "Keep talking and nobody explodes" inspired version where one player has the manual to walk the other through solving it.
Cool game idea and super juicy. I noticed in the web version some of the UI elements would be cut off from the top of the screen with the character names on later levels on a 1080p monitor, so I had to do some creative window resizing to see either those or the clue. I did finish the game. The visual juice and UI polish.you had going on was impressive, nice job.













































































