This was a really cool experience, and I found myself wanting more of it by the end, which is always a good sign. I would have loved to see more levels, although I totally understand that time constraints probably limited the scope. It was also fun switching between playstyles, but it would’ve been interesting if the “chill” side had a bit more going on than just healing, to give it more depth and strategic choice. Overall, a very enjoyable concept with a lot of room to grow.
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The concept is really cool, and there’s a solid idea driving the game. The level structure works well and gives the game a nice sense of progression. The main thing that held it back for me was that the movement felt a bit strange visually, which made it harder to read what was happening on screen. With some clearer visual feedback on movement and a bit more onboarding, this could become a very strong and polished experience.
This was a really intense and memorable experience, especially as the game progressed. The way enemies move in response to the player creates a lot of tension and fits the control design extremely well, and the later levels in particular felt exciting and satisfying to play through. Visually, the game is very strong, and even the minimal sound design works well with the atmosphere instead of feeling empty. That said, the early part of the game was a bit confusing — it wasn’t immediately clear what the main objective was, and it took some time to realize what I was actually trying to reach or do, which made the first few levels feel slower than they probably needed to be.
The game is fun to play and there’s a solid idea underneath it, but it currently feels a bit rough and unpolished. Since there’s no tutorial or guidance, I often felt lost and wasn’t sure what I was supposed to be doing or working toward. With some clearer onboarding, small UI hints, and a bit more refinement, this could really shine — it definitely feels like it has good potential with a little more time and iteration.
This was a really clever concept, and the probe-and-swap interaction was especially fun to use. The tutorial was also very well done — it explained the rules clearly and made it easy to jump in and start playing. Overall, a very strong and creative entry. The visual effects and shaders also go a long way in making everything feel smooth and well put together. One thing that could make it even better would be adding some background music.
The game has a strong visual style and definitely looks cool at first glance. That said, the experience felt confusing because it wasn’t clear how I was supposed to reach the elves or progress toward that goal, so I often felt unsure of what I should be doing. The controls also felt very difficult to handle, which made it harder to explore and experiment, and turned that confusion into frustration instead of curiosity.
The game has a strong visual style and definitely looks cool at first glance, which helped pull me in. That said, the experience felt confusing because I would randomly lose with no clear reason, so it was hard to learn or improve. The controls also felt very difficult to handle, which made the challenge feel more frustrating than fun.
The core idea works really well. The music sets the tone nicely, and the narrow vision field is a smart design choice that reinforces the theme by forcing the player to rely on memory instead of visual certainty. Where it falls short is onboarding. The opening is confusing due to the lack of instructions or a brief tutorial, which makes it harder to appreciate the mechanic early on. A short guided introduction or a simple first level that teaches the rules would significantly improve the initial experience.
The theme for this Tiny Game Jam is Don’t Trust Your Eyes.
Things are not always what they seem. What looks obvious might be wrong. What feels clear might fall apart on a second look.
This theme can live in visuals, perspective, information, or expectation. It can be subtle or bold. Psychological or playful. However you read it is valid.
This is the largest GameDev Insiders jam we’ve ever run. Seeing this many of you jump in is unreal.
The jam kicks off soon.
Have fun with it.
We can’t wait to see what you make.
Welcome, and thanks for joining the jam. We are glad to have you here. You are absolutely welcome to participate. Just a quick note that our Discord community is English only so everyone can follow along and help each other easily. We would love to see you there and have you take part in the discussions and the jam.
Добро пожаловать, и спасибо, что присоединились к джему. Мы рады видеть вас здесь. Вы полностью можете участвовать. Хотим лишь вежливо отметить, что наш Discord является англоязычным, чтобы всем было проще общаться и помогать друг другу. Будем рады видеть вас в Discord и вашему участию в обсуждениях и джеме.
Fun little game with super simple graphics but a nice music loop and solid sound effects. The tight precision jumps can be annoying, but that’s also the whole challenge and it works for what the game is doing. I liked the instant respawn a lot. I played a few levels and stopped at the flappy bird section. It would be cool to see stats like number of jumps or fails. Overall, a cool and clean entry.
It took me a minute to understand the flow, but once it clicked the idea was fun. The pace ramps up way too fast though. Starting with one clear problem to fix would help the player feel accomplished before the chaos begins. Then you can slowly layer in more tasks. The drawers also feel crowded. Grabbing one tool often meant picking up and dropping a few others by accident. The music was a nice touch and did a good job raising the tension. Thanks for submitting your game to the jam.
Very simple setup. You pick a square and watch them bounce until one survives. I couldn’t tell what made them hit or lose, so it felt more like watching a simulation than playing a game. There’s no real player agency after the first click. The sound effects are there but there’s no music and the slice ends fast. Interesting idea to start from, but it needs more interaction for the player to stay engaged.
Interesting start, and the 3D shapes gave it a unique look, but it felt incomplete. I wasn’t always sure what I was supposed to do, and didn’t get very far. The flashing lights washed over the whole scene, which made it even harder to understand what was happening. No audio or music also made it tough to stay engaged. It feels like an ambitious idea that just needed more time to land.
Clear idea and easy to understand right away. Jumping between rotating obstacles can be fun, but the jump feels a bit off, so timing never feels fully satisfying. The rotation also made me a little dizzy after a bit. Audio is minimal, and there’s no music to help anchor the slice. With tighter jump control and a little polish on sound, this could feel a lot stronger.
Fun take on the packing mechanic, and the Christmas theme fits it really well. The art, music, and audio all help the slice feel complete. The core loop is straightforward, satisfying, and easy to read. This feels like a solid, well-rounded entry.
Throwing in Silksong amongst the presents scored you extra points :)
Cool idea and the vent setting has a nice mood with the ambient sounds and growls. The main struggle for me was movement. Having to press forward for every tiny step made traversal tiring and it was easy to get lost in the maze. I ended up giving up before reaching the end because moving around felt more work than tension. A smoother forward motion or stronger landmarks would make the slice much easier to play through.
Fun idea and the art gives it a lot of personality. I enjoyed juggling the systems while the timer counted down. The two things that felt off were the food boxes and the black hole event. The boxes sometimes spun or wedged against the walls which made them hard to move. The black hole mash section was doable on the first try but it felt a bit too tight on time. A little extra buffer there would keep the tension without risking frustration. Overall though, solid work for a first jam and cool to see how much you managed to build.
Nice job getting a full little world in place. The art and mood fit the story and you can see the effort from the team. I had trouble understanding what I could interact with and what the next step was, so I mostly walked around reading text. The battery was the only thing I figured out how to pick up. A bit more clarity on controls and one clear early objective would help.





