Thank you!
GDI_Logan crushed it with the art on this game.
We appreciate you playing it. :)
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Nice job getting a full concept working for the jam. I think the main thing holding it back is clarity, it’s pretty confusing, there are a lot of numbers on screen, and I couldn’t tell why I was losing. A quick tutorial/labels + clearer feedback (like “you lost because ___”) and simplifying the UI would make it way easier to understand and a lot more fun.
This was super fun and honestly really original. I loved the intro pan animation, which was a sick touch and set the vibe perfectly. Gameplay was a little confusing at first, but by my second round, I had it down, and it started feeling really smooth. Only suggestion: adding a replay button (or quick restart) would be awesome since I had to refresh the page to play again. Really cool jam entry though, great job!
The Tiny Game Jam Theme is:
"ONE BUTTON"
That’s the whole challenge.
One input.
One core mechanic.
One idea pushed as far as you can take it.
Simple controls = no excuses.
This jam is all about creativity, polish, and FUN.
Jan 30 – Feb 2
Keep it tiny.
Make it clever.
Finish strong.
Have fun!
If you haven't signed up yet, you can do so here:
https://itch.io/jam/tiny-game-jam-30-26
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.
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.






