That is such high praise, thank you! The death animation was one of the things we were most proud of too! Glad you enjoyed the experience ^^
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So polished! Really immersive experience. The voice acting really sells that, well done. I love menus and UI being integrated into the game world <3. Simple gameplay loop (very Papers Please!) but enhanced by the visuals, story, and atmosphere.
Tiniest issue was the fps camera was a lil glitchy on web.
But other than that well done, seriously!
Very fun and jammy concept, loved my lil dancing zombos. Controls were a bit hard to get used to especially in tight spaces/hallways, but that may be a skill issue. I’d love this to be more rhythm-y of a game where tapping to the beat helps you navigate around. But as is it was enjoyable! I especially appreciate the settings menu w/audio sliders, not enough of those in jam games!
Interesting mechanic; forces you to engage with enemies instead of playing it safe. Quite fun, just needs some polish and game feel! I did often feel like my hits weren’t hitting, and the kills weren’t super satisfying. Visual and sound effects would really sell the kills.
There was some buggy text at least on web getting cut off. Also I tried to pause and it kicked me to the main menu :(.
Nice art style and p creative mechanic. It’s a bit barebones (heh), but has a lot of potential.
Music was nice but got repetitive being a short loop. I got stuck at the start thinking the “gap” was an obstacle and not how I progressed. There was a few bugs, but the puzzles were well made enough. Great job!
Super appreciate the feedback! The ‘goofiness’ was intentional, we wanted to play a bit off the cheesy 80s horror movies, especially with the ending.
The enemy speed was definitely tough to balance depending on the player’s skills and experience with the genre. Glad you still enjoyed it despite the quirks!
Thank you so much for taking the time to write this <3 the feedback especially is most welcome.
I definitely wanted to switch things up with more complex patterns like half beats but I ran out of time and didn’t want it to feel half baked. Stuff to work on after the jam, including your other comment about scaling! Right now it is indeed limited to the combo noises as you pointed out.
As for the leaderboard, it’s a lot simpler than you’d think! We used SilentWolf, which is free and has a Godot plugin, although limited, I may not use it for future projects.
Thanks again :) I feel really lucky to have gotten such awesome responses so far. Best of luck to you as well!
Thanks for the kind words! It was a challenge for sure. There’s a great plugin for Godot called Rhythm Notifier which takes an audio player and a bpm and sends signals at that cadence. Popcorn spawning and animations are all connected to that signal, so everything is sync!
The beatmap was something I wish I fleshed out a bit more were it not for lack of time. Right now it’s a resource with a customizable list of “time windows” where I can manually define patterns and spawn frequency. So slower segments can get a spawn every 4 beats and faster segments get a spawn every beat, plus customization on how many get spawned at once (it’s a bit rng). Not perfect, but it works.
Glad you enjoyed it!
I really appreciate the constructive feedback! Not nitpicking at all. I wish I’d play tested the tutorial more with new players, and the visual clarity is definitely something to address. Popped kernels actually shouldn’t hide new ones (their z index gets pushed back to avoid this) but not a perfect solution 😅. Also if you hit a beat late, you’re hitting the next beat early, so a bit of a double whammy. Stuff to polish for sure.
But thanks for playing! Definitely eyeing making some more stages, see where it goes ^^
This is a really well polished and complete feeling game, actually had a lot of fun with it. I never got attacked or took any damage, I don’t think that was intentional, but was otherwise just so amazing. The visual effects, the game feel, the dopamine and satisfaction whenever you pulled that lever and the numbers just go up (or down, for the enemy health :)).
I also really loved how the “play” button was baked into the gameplay like that. Very cute, very clever. Well done!
My only wish was an audio slider or settings menu somewhere. Maybe there was an I missed it.
Unique take on the autoclicker genre, and a very strong take on the jam’s theme. Simple unbridled expansion. The progression was exponential and very satisfying. Got the the point each click was lagging the game pretty significantly on web but that made me feel even more “powerful” lol.
The trophy at the end being “clickable” was also quite a nice touch. Also always appreciate settings and sliders in jam games. Well done!
Appreciate the feedback! Yeah the pace picks up quick after the tutorial 😅 I’m glad it was easy to pick up though.
Your comment’s valid. There isn’t super sharp contrast between the unpopped kernels when things get hectic. The perfect pop art is a good idea too :) I’d considered it but it fell to the wayside. Definitely considerations if we work more on it!










