Thank you so much! <3
FmladGames
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I really struggled to play this game but i think something special is here. What was slightly difficult for me was understanding what to do with the limited knowledge i was initially given. I ended up just trying things, dragging them here, dragging them there. Just a good exprimentation. Not sure if that by design but I think a little more guidance would help onboarding players. What I did manage to understand and play was actually pretty good! So well dont on a responsive game! I would love to see a tutorial if you have the time in the next game jam you take part in. Keep up the great work :)
What a fantastic little game you made, this is platforming done right! The controls are responsive and the levels are designed well with thought and care. Even little things down to the forgiveness of falling on to fire and spraying last minute or hugging the wall as you ascend and the fire on the floor above the wall you are ascending doesn’t hit you. You have taken a lot of care and understand what makes platformers like this work, especially with the restart button being also tied to the jump button, so no funky finger dancing around the keyboard. I would think the only improvement would be registering the next jump as you hit the floor, its like a pre jump before you land which helps register any jumps you may have pressed a little bit too soon (again more forgiveness but also feels great)
Good job with this one!
I dont play man fishing games but this was chill and cozy in a really intuitive way. The way you managed to make the controls and interface minimal and effective is really impressive. Shout out to the water shader doing some wonderful heavy lifting for the vibes. This is a fantastic submission. The power ups were nice too!
Wait am i evil?! lol Great submission, loved the micromanagement and the different buildings having different upgrades, towards the end i wasn’t ready many of the upgrades though i was just a clicking maniac filled with money clicking any and all upgrades that popped up lol. Frantic, Chaotic and quite frankly, shit was Getting out of hand.
Bravo!

Very juice, very responsive and very very arcade (good thing!) I enjoyed the graphics and the audio. The upgrades were meaningful and had lots to choose from, i felt out whelmed but still in control. Would have loved for the cross hair to be bigger and more obvious to see as when there was a lot of enemies I had a little trouble keeping track of where i was firing. This game is really well done. Good job!

Thanks, Yeah i would say literally & figuratively. (It can be overwhelming when you’re missing several fingers / bleeding out)
The best stratergy is to make sure you are playing 2 cards each turn when possible. Take [Shields] for damage mitigation, [Repair] cards to replenish missing fingers and [Transfusions] to replenish blood loss.
The essence of the game is perseverance, you’re meant to be at a disadvantage and you’re given the tools to survive for as long as possible. When he dies it feels satisfying :D
Thanks for playing :)
Thank you good sir! This is my 39th entry to mini jam, I generally dont shy away from my usual habits so i have a pretty good understanding of how im going to do things. Under the hood its pretty quick and dirty, nothing production ready or easy to build upon, breaking a lot of design patterns too. However implementing in the quickest dirtiest (sometimes bad ways) helps me speed up.
I always start with the Art first and get all the main assets drawn up, usually takes me around 8-10 hours, then I build the assets out in engine so they all fit nicely and hook up mechanics one at a time. The longest part of it all is bug fixing and implementing audio. When it comes to Animations I use Unity Bones so i can rapidly animate things which adds a lot of polish.
Honestly though, not sure how I pulled this one off as its probably my most rounded out submission after 7 years of submitting to game jams. Thanks for the comment! I appreciate it :)
P.s I generally only sleep 5 hours a day when game jamming, the rest of all work :)
Great game, great minds think alike!
It’s hard to comment without stroking my own ego since our ideas are quite similar in many ways. I do enjoy your artistic choice and approach. The challenge was nice and there was one particular point on the earth where i would struggle to time it just right, once I had mastered that I knew I could likely get higher scores.
After multiple attempts I was happy with my meager score. This has that additive layer which is great “just one more run” “i’ll get further this time” these are great internal thoughts for the player so well done :) Great job!

I think it goes without saying the amount of love that went into this is substantial. Its incredible how much work went into building this with achievement, unlockables and more. I will say thematically it works really well and very original however I didn’t quite get why I was doing a lot of things.
I play multiple times re-reading to make sure i didnt miss anything critical all I knew was to hit up some of these things like the lungs. It didn’t explain all of the parts properly for me to know if I was doing the right things or not.
I only made it to day 3 before stopping to refresh and check comments to make sure i was doing things right. Looking from the screenshots its insane to see the ramp up and the buffs you can get. It’s no doubt that a lot of love has gone into this and whilst I may not be the demographic for this game I respect the craft and have rated it based on not my personal feelings.
The polish from Audio to visuals and clearly the deep systematic stats go far and beyond game jam level, I would say this is 90% done and ready for steam submission.
Great job!

This game suprised me with its bait to kill me on the first level lol but that was also needed to illustrate your clever use of the limitation. I enjoyed the zooming in to where you begin giving you a preview of where the stars were but also the end screen was also the start of a new level was genius and a very clever take.
The controls felt good once I got used to them, I was a bit confused at first but you have given a lot of forgiveness in how you come into contact with the walls which I really appreciate. It’s the right amount of challenging without feeling unfair. Sadly I never managed to collect all stars on any of the levels because i suck and would always fumble on the last several stars lol.
The music was nice a chill which I think is important when you play a game like this which is potential rage inducing and repetitive in the nature to complete the level.
The real trick with this game is the death/start screen which I think really makes this stand out. Good job!
Wow what a unique concept and approach. I didn’t read the controls as I feel I should be able to approach any game and immediately know how to play it. This game did just that. It was easy to understand when i started playing, the concept is simple and the skill required increases as time goes on becoming something crazy.
I will say I have seen a few submissions for all the jams without any audio which is a real shame because i think it adds a lot to the game. Add some music and sfx and this is a great game that could be played on a mobile device.
I didn’t get too far but I think I got the full scope on my multiple playthroughs. Good job :)

Might be one the highest rated games so far for me. The execution and polish and attention to detail is off the scale with this one. Little things that I want to bring attentioned first before I glaze this gem of a game. I loved the little attention to the sound design from the car moving left or right sounded the cards de-accelleration to audible accelleration. Losing and having the car restart ignition to entering the car and the sounds complimenting the experience. Wowza
Alright into the meat, this game is just all round beautiful in pixel art, its super well done and the animation of the care jumping and crouching??!? (lmao) its was just beautiful the game didn’t take itself seriously and made it fun like a game.
You ability to respect the player and make it fun from learned practices of game fairness from reduces hitboxes on the upcoming cars and the smooth responsive controls was a joy to play, there was no resistance to play input and all that was left was to set a high score, brilliant!
The transition from day to night and back again, it was packaged up so nicely as a JOURNEY, a road trip and its was so unbelievably well put together.
This game is one of my favourites, brilliant execution and great understanding of game design.

Great game really responsive and you choice of tools to build is very impressive. When someone doesn’t use out of the box tools like godot or unity there is a lot more respect for the craft and many rep points come towards your way.
That said, we’re here for the game and the finished product and I have to say you delivered you did an amazing job. Its very simple but well executed and I loved your unique movement choice being able to magnetise to the floor or the ceiling as your gravity point of reference. I especially enjoyed the ability to slam down and give more options for how you avoid incoming obstacles.
I had hoped for some audio but given the way you implemented everything I assume this all took much longer than usual building with out the box tools. Regardless its a very polished submission and I love it.
Once little issue i had was when I was unlocking achievements I unlocked the play for 1 hour and 5 hour within 20 minutes of total play. Additional I had achievements pop up over my character whilst I was attached to the ceiling and it became an issue as I couldn’t see where and when I had to jump!
Great Job, Keep it up :)

Really cool vibe and asthetic. Love the use of colours and the retro vibe. The controls felt really tight and responsible which I really appreciate.
Like others have mentioned I also experience the invisible damage bug where I was being hit by something, initially I thought I had missed something and I was doing something wrong. After multiple plays and checking the comments I can confirm that it seems to be a bug which in the games current state is a unplayable for achieving a highscore.
I assume at some point the high-scores were set on an older builder and at some point something has changed to break the game.
It’s a shame as this game looks great and something I would spend a long time playing to achieve that top score. This game has tons of polish and sounds great.
Fix this bug and Let me know so i can some back and play some more :) gg brother :)
Hey great job on this platformer, i appreciate the multiple controls and the inclusion of your top score in the left hand corner. This game is very challenging but maybe for some of the wrong reasons.
I had noticed that sometimes the platforms that spawn ahead of the character would be impossible to land on precicely and so a lot of high scores will be down to luck of simple spike layouts, I think the speed bar is a little confusing as when I let go of the directional button there was no real decrease in speed but the speed bar did decrease. On Re-pressing the directional button it would not seem to do much immediately as the speed bar was delayed in response, it felt like the button press’s were not responsive enough and that I was not in control of the player.
Pressing a button should should some kind of obvious input with an immediate response.
Not sure how @AwakinG managed to get 1160, and without proof I can only assume he found out some secret god sauce mechanic that the rest of us might have missed. Would love to see some reciepts on that grand achievement.
Initially some additional feedback would be that the controls feel floating and the floor seems to have very little friction, if you make the speed and inertia of character movement send as soon as you release the button and make the stop feel immediate then you will achieve greater control over the character. Additionaly making the spike platformers have more space between the spikes would be a huge improvement to playability.
When it comes to gradual progression you initially want to make the game very easy for the player, let them get used to the mechanics and feel and slowly increase and introduce more challenge.
This is a great first attempt at the type of game and I wish you all the best you future game development. You show great energy and I hope you keep going and don’t stop :)
Good Job Nishurato!

Music was nice and chill which was pleasnt, this came off a casual chill click all the boxes simulator. I appreciate all the effort for items on the reciept, there was a lot of individual unique items and I especially enjoyed finding the gold high value item boxes on the shelf. I was expecting a new department to look slightly different in some regard but I believe its the same layout and structure.
The controls itself was actually not bad, I think I would like to see less friction when hitting some objects by accident and a slight buff to range when clicking on valued boxes as sometimes I had to do an awkward reverse which made me feel like a big bus doing a weird reverse park maneuver lol.
The cute cat was endearing and I love the overall theme, Lots to improve on but that’s not to say this is a bad game, far from it, with some extra polish I could see the appeal and addtiveness of this shine through.
Interesting game concept, not sure if more could be added to make this more fun like having isle boards for sections like electronics isle and vegetable isle and you had a to go to the front of the store, pick up a shopping list from luxury customs and rush around the isles to pick up their shopping list.

What a fantastic little gem you made here, this oozes juice and great feedback from the sounds to the animations, the UI animations on the cards. The fun little details from the dialogue to the crunchy bit pixels.
Everything was a delight to interact with and the careful use of audio was cherry on top where it subtly made it feel like a greater experience.
I died the first time maybe through unlucky circumstances as the mystery cards delivered me a couple of minus cards, unfortuntely it was my demise. I will say on both play throughs i picked the mirror upgrade and I am unsure if picking anything else would of helped me get the required speed score needed within the turn limit.
I enjoyed the ending which was comical even if it doesn’t align with the limitation but I thought this was a grand experience. Would love to see more from you in the future.
Great job!

First off congratulations, this is really cool concept that I haven’t seen before. I truly enjoyed the concept of building your skill set and using the locking mechanism on the slot gives good balance to retry for that perfect 3 swords. I wasn’t sure that the Axe would hit my team too! Crazy! lol. Not sure if there is a tool tip to describe what some items do but if I missed it my bad, if it wasn’t in there then it would be great QoL to know what things did.
The lack of music or any audio did ruin some of the experience as it felt so juicey but I felt like I had become a deaf person. It might be a personal thing but I feel audio is 50% of the experience in feedback and enjoyability. When the slot machine did the re-roll i was really sad I didn’t hear that satisfying roll audio. I am suprised no one else has mentioned this and so I am confused that I missed something, Let me know if I am being an idiot and missed it.
The animations and polish on animation was top notch, very good. The satisfying pull of the level was very very nice and engaging, the light up around the border of the slots was juicy and additive, very good implementation of the slot machine mechanics.
I think like others have mentioned that being able to see existing items on the characters slot rolls WHEN adding new item would be more strategic. Without that ability it leaves to just throwing on any upgrades.
Even with no real direction or controls/tutorial it didn’t take long to understand what to do and I think that really says a lot about how good you did with the UI and the ability to pick up and play. That said I would have loved to see some more hover effects to emphasise interactable objects (this adds to the juice) which will leave to more satisying interactions.
I was a little confused by the Lock-in mechanic on the slot machine where the icon looked the same whether it was locked or not locked, the only different being one was highlighted and one was dimmed but it wasn’t obvious enough what state they were in before re-roll. Maybe an updated icon from a locked lock to an unlocked lock would go far for clarity.
I enjoy the enemie variety and appreciated they all had their own roll items which was pretty cool. I did have an issue where I killed myself with an axe lol. I was left with the game being in a state where it would not finish (haha subtle nod to the limitation? :D) but otherwise it was a great experience!
Great job on this one, very polished and only needs a few adjustments to make it even greater of an experience.













































