Thanks for taking the time and the feedback, ft_fst!
GamedevGoblin
Creator of
Recent community posts
It's so much fun how much speed you can gain, once you get familiar with the controls! Also the pathfinding aspect is a lot of fun, the track is very readable. Good work! Could use some fail-fast-feature like pressing Backspace to instantly reset your run (like in Trackmania) and skip customization UI at the beginning for people who want to grind for PBs and WR.

This really feels like a game poem! Watching and discovering birds was a very relaxing and wholesome experience at first, but it also raises questions about who might be watching you. I’d be very interested in playtesting a more fleshed-out version, as the game’s message could be developed even further.
Hey, the ‘go fullscreen to start’ idea is really neat! The game is VERY immersive and a well-crafted experience overall. I loved how the suspense builds up and how much is left to the player’s imagination.
The point when I stopped playing: as I explored more rooms the map kinda got messed up. After that point it was hard to orient myself and I got lost in the end :)
Some minor proposals and bugs:
– I needed some time to get used to the floaty WASD controls
– The response timer for VERA could use more contrast and was little hard to see the first time
– Movement speed sometimes doesn’t feel consistent between different rooms (not entirely sure about this one).
– After reloading my save file, the main menu music kept playing.
All in all, this is really impressive for a game jam! The fact that you managed to create such a solid experience in just two weeks is kind of crazy!
Also that chat responds with "suffering" and "enough" when you do nothing is hilarious haha
Hey, thank you for testing up to level 6! I agree with you - the controls and camera movement need more adjustment and fine-tuning. Also, the brakes aren’t very responsive. Thanks for pointing that out! After reading the comments I think the progression could be a bit faster, since most of the shortcuts can only be used with a fully upgraded car after reaching gold on all 10 tracks (and shortcutting is the USP of the game).
Thank you for taking the time and for your encouraging feedback! More player guidance and clearer indications of where the track leads are really good points—they make learning the track much smoother. It also looks like I forgot to remove a test button that stops the timer, haha. Thanks for pointing that out!
Haha, not sure If you are just memeing or just began making games recently (or both) but I liked the player model and the cat pillars. Not bad for a first prototype.
The Web GL Version doesn't seem to be playable in fullscreen though, which makes it hard to see the incoming obstacles sometimes.
How I would improve the game:
- Game Over Screen
- Count Score for every pillar passed
- Pillars should approach earlier at the start of the game
- Soundeffects for Jumping and scoring
- Add a personal twist to the game mechanics (like other obstacles)
Want to participate in a Speedrun Challenge? Think you can beat the best time of the developers?
You you can now play our roguelike shooter PumpKill on our page for free and try to beat Speedrun Mode in under 5 Minutes!
https://gamedevgoblin.itch.io/pumpkill/devlog/909721/speedrun-challenge
Thanks for playing <3
Nice game! Core gameplay loop works well, interesting idea that every upgrade brings a debuff with it. Reminded me of Curse of the dead gods.
I think the camera should be more in the center of the character, because it was sometimes hard to see enemies on the lower border.
Also sometimes red skulls would spawn directly at my position and deal damage.
But the core of the game works very well. Very entertaining and fun to play. I played until Level 97 and then the enemies stopped spawning.
That's a good question! The timer of your fuse seems to indicate that shorter sections are better suited for your current gameplay. In addition players also lose time when they receive damage from enemies and blow up. But I think it could be a very interesting twist for a rouge like dungeon crawler. The fuse allows lots of interactions that could be engaging, like a consumable that stops the fuse or refreshes the timer. Personally I would build a small prototype for a week to test if a rogue like could work with this mechanic. Since you have to use your own life to kill enemies it could lead to avoidance of enemies, if the players have a longer section in front of them. If you want to make a rogue like I would add more mechanics that allow the player to regain life (or explosive charges).
I imagine that it could work for a fast paced gameplay but I would test this hypothesis with a prototype.
I think this game has one of the best soundtracks of this Jam. It fits the speedrunning genre. Also "Wutkreislauf" is a very funny title and I like the idea that you throw your body at enemies. I just couldn't finish the game. In Level 5 or 6 - when attempting to leave the level - I just get reset to the entry of it. Is this a bug or does the game end there?
Very good prototype with a simple gameplay loop that is easy to learn! The rules could use some clarification, for example: When are the NPCs going to detect blood? Stealth games often have a visible indication of the enemies range of sight (as TheWorldsCutestGamer already mentioned). That would be a very helpful feature. Personally I would also add a little more time to battery life and faster charge speed, since waiting for battery charging wasn't a really engaging or fun part of the game. Still all in all fun to play and challenging level design.
Really good prototype! Funny soundeffects and interesting upgrades! One question: Doesn't the size upgrade make you more vulnerable for projectiles? I think this has a lot of potential. As a next step for improvement I probably would make it a little easier, because I was dying very early and felt that I had no chance to win the game or progress further. My highest score was 882, but only because I got early health upgrades and a full heal right before I was dying.
Still really fun to play. I definitely want to see more of it.
Excuse me? This was crazy, haha! The way the dragons head explodes, the dialogue, the humor. I'm really thankful for the king's bravery and sacrifice! What I would add is probably coyote time and a jump buffer as grace mechanics. That would make jumps a little easier. But really good work and funny concept!









