Good to hear all that! I think dodging to collect the radiation is a fun idea! It would make the game a bit easier on controller too and could allow harder to crack pickups in later levels. You can hold off on the playtest if you haven’t already, I’ve still got some feedback to get through before next round 😆 I appreciate it though!
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I think I beat it! It took many tries and about 20 minutes, but most of the gameplay (once I read the tooltip) was spamming E and waiting for Q cooldown if I had an attack buff.
It does feel like playing support on an mmo, kinda. It has the ability icons and the timers, but part of what makes those experiences “fun” is the cooperation. Not only does everyone have to know what to do, but they actually have to do it. That feeling is going to be hard to replicate with bots but I think there are some shortcuts that would also benefit other areas of the game.
Most of my problems with the combat stem from the fact that your party stands at their desired range and attacks without moving. The bosses don’t move much and a few of the bosses were literal pillars (though the pop-up turrets in those rooms were a nice bit of variety).
I can think of a few ideas for this. The easier one might be to give the players over the top anime-style attacks. The giant axe guy could leap large distances to attack or shield other party members, and the sword lady could do lunging slashes. Something to keep the party moving.
The other idea I have is to add some progression to the dungeon. I’m thinking of BG3, where the combat arenas feel distinct and the enemy makeup is varied, keeping your party moving around and adding some progression to the boss. Not that a boss rush is a bad thing, but it was demotivating the first few times.
I liked the upgrades and how they changed the spells! The combo on E was a nice touch too. I recorded the gameplay: https://youtu.be/Hovr6jd8QDc
I’ve wanted to try this since seeing it on an IGC stream, so I wasn’t going in with fresh eyes. I liked the concept even if I think I accidentally broke the intended gameplay.
I remembered a climbing mechanic from the stream, but I pretty much only used the jetpack. I accidentally upgraded it after my first run and, since vacuuming up the radiation gives you more fuel, spent the next run barely touching the ground. If that’s not the intended way to play then the backpack could be nerfed somehow, maybe an overheating timer or something. I liked the premise and I think the bear theming is fun, though some of the outlines on the paw model could be cleaned up since it was quite noisy.
I liked the small loop of replaying the level to progress. It was fun in a tedious sort of way, like any other cleaning game, but the interactions felt a little flat. The improved sound effects you mentioned will help a lot and I liked the highlight + shaking when vacuuming, but some depth in the feedback might make them more varied. A few ideas I have are popping the little red balls off the cluster or making the radiation shake more violently as you clean them.
The initial roar on the radiation timer confused me too too, I wasn’t sure if 10/50 was good or bad until I stood there for a minute and saw it tick up. I like the limit and that you could convert collected radiation to remove it.
Overall I had fun, I just wasn’t sure if I was doing it as intended. Most of my gameplay was unfortunately on mouse+kb because my bluetooth adapter was acting up, but I recorded it! https://youtu.be/0jtGADQKVdI
And I just did a small bonus because I wanted to see how the climbing worked. I also realized that I pretty much never use dash: https://youtu.be/9A66qqYE8L0
The movement felt good with a controller, the turrets shooting slightly off target after rotating made it feel important. I really liked how the music changed too. The upgrades were different enough to make me want to see most of them and it was a fun little loop.
The missiles felt a bit ineffective though, especially when they’d target the same rock. Double double cannons felt (and sounded) much more satisfying! The only big bug I felt was sometimes the targeting would look at the wrong rock.
The movement with automatic turrets make for a satisfying little navigation game! I also uploaded the gameplay, the first video didn’t have audio for some reason but the 2nd worked fine:
The aiming worked well, especially since the “treasure” rooms are ahead and usually required some doorway cleanup. Mowing down zombies after finding an assault rifle in the bathroom was a highlight. Dodging zombies while searching for a gun feels arcadey on the higher difficulties, and it sometimes felt like it took two headshots to kill them but I could also be bad.
The music was fitting for the environment but felt a little off for the difficulty. I’m only really noting it because it made the difficulty ramp up feel a little surprising at first. I really liked the map, wandering around and stumbling upon and themed areas was fun
More item variety would be nice, even if it’s just cosmetics laying around. I’d run into a corner shop to grab a party hat if I saw it in a spotlight! Maybe items to change up movement since it’s the thing you’re always doing. I had a lot of fun! I recorded the gameplay without mic, private link: https://youtu.be/joEDc-Ok-kQ
I can’t tell if I’m bad at minesweeper, but I liked that not all monsters were an insta-kill. Once I figured out what the numbers roughly were I could make a little progress. I had a hard time finding a starting point though, and my usual method of randomly clicking until I find an opening got me hurt more often than not.
I like the theme, and I think minesweeper + different powered mines is an intriguing idea! https://youtu.be/qqY48eKTp9Q
Once I got into a groove this was a fun game! I’m not sure how different the upgrades feel since I only did one play, but by the end I had shapes bouncing uncontrollably and teamkilling anyone in their path. I think the best player upgrade was dash cooldown and increased range made it feel a bit like geometry dodgeball.
I think I missed a few of the tutorial text because I was focused on the player. And the side walls were hard to tell at a glance with the icons, playing with color/saturation/glow between states might help during frantic decision making.
My recording got messed up so I only have a few minutes. There were a few times where I grabbed the title of the window, I think it would play well with controller!
https://youtu.be/IYhDrpvIZYw
https://youtu.be/4jdK07y-s2M
I saw that message about the lost review on discord, very irritating of itch to not warn! Thank you for playing! I’m going to iterate on everything at least a few more times so this is really helpful feedback. Multiplayer is the plan after some more refactoring, a lot of systems in the playest build are just good enough to be mostly functional 😆 and thank you for the timestamp link!
ALSO you shouldn’t have any copyright issues, if you do let me know! All the music was purchased from Ovani who uses royalty free licenses
I beat it! I died a few times and ctrl+p’d my way through the levels I’d finished, so I can’t comment much on the difficulty. I liked the mouse controls, the lerping motion made me think it would feel great on a tablet or touch screen.
The levels after the first boss had some creative patterns, I especially liked the quad diamonds in the second boss. Targeting specific enemies felt strategic in all the chaos. The font was readable and very cool, and the little fade effect when you missed a vertex was good feedback (especially with those moving shapes!)
I think some post processing would really make the graphics pop, maybe a crt effect and some glow that pulses with the music. The background was nice too, though a different backdrop between each “pack” of levels might add a lot.
A level select where the player enclosed a shape to load a pack could work as a mini-tutorial, something low-stakes and vibey before teaching the player how the shield works and adding some danger.
Fun game, even if I am bad at it!
I played a bit more tonight, with more luck! The looting mechanics are satisfying and swapping between pistol for looting and the ak (with rarer ammo) for defending felt nice. I’m not sure if I missed something, I did the loop of looting and returning to defend a few times and only a few slimes spawned each wave. Grenades make quick work of them!
The locations and unique loot are good too, this has a lot of the things I love about survival type games in a unique and satisfying little toybox. Looking forward to more!
Thank you for playing, the stream was a lot of fun and I loved the blue square’s added ambiance! No idea what caused the the crash 😅 you were REALLY close on the hybrid seeds even though it’s not explained well! Seeing the pain points gave me some ideas to help (and some bugs to fix!)
I’m glad you enjoyed it and you did really well beating the level! Yeah, the plan is multiplayer but there’s some refactoring to do first 😀
I haven’t been able to sit down long enough to fully beat it, but I played the first 3 concerts twice, and a few past on my latest run. I like it! The style is cohesive and strange, and the music fits and is fun! I tried to read every dialogue option I found, the writing and world are fantastic and I love the gags 🏠 I mostly have small stuff, I can see a lot of potential.
The tutorial was good, though I think the management features could be split up. Maybe the first guy is hungry and the rest of the group need a nap?
It would be nice if feeding band members was more streamlined since it’s such a common task. Being able to swap between them with hotkeys/icons on the sides screen might reduce the number of clicks. I’m now realizing how ironic saying that is, considering my game.
Anyway I think allowing the player to drag food icons onto the boys to feed them would help, I don’t need to see the nutritional information unless it’s a food item I rarely use and having the nice grid of items so close to the boy makes it convenient.
The bus is fun (I liked how one of them messed with it) but I’m not sure what the zoomable camera adds. I zoomed out fully and angled it down and it gave fun overcooked vibes, if you chose to do that it might give some room to play with level design in the overworld. Also spacebar to park the bus would be nice.
Really great work, I’m excited to play more (especially when there’s a save system 😉)
Thank you for writing all that out, I’m glad you got it in the end! A hint: they’ll only cross breed if the “source” plant is fully grown. I see how the tutorial is unclear (and could use a more organized mess, apologies for the extra time mopping 😅)
I’m planning a rework to the tutorialization and it helps a lot, thanks for playing and for your patience! I’m learning a lot in the jam, so thank you for co-hosting!
ooooh yeah

Recorded the gameplay! https://www.youtube.com/watch?v=ajCsUVftP9I
I love that the little blobs on the side interact with the mouse, and the animations + sound effects feel good. Those moments of runaway successes when it finishes the rest of the round are satisfying, and I like having have a large hand to draw gaps in the cards from.
I got 22550 my first run, probably pretty bad but it was a lot of fun!
I wish it highlighted the icon automatically if I couldn’t do anything, and I’m not sure what the shop between the rounds did. A proper fullscreen mode would be nice, I’m not sure if I missed a shortcut.
I agree with the feedback from the other comment, and I’m excited for future updates!
This is a fun combination of ideas! The looting mechanic is satisfyingly strategic (the rotation adds so much, and works great on controller) and I can see how it makes building up an inventory that can support a defense interesting. Unfortunately I died of thirst on my first attempt, so these are only my initial impressions before I try again this weekend.
It would be nice if dragging was the primary way to interact (with the current options there for accessibility), it would make it feel more like a toy. There was also a typo where it told me “you can do that now” when I tried to do something during the tutorial that I could not do. I thought the tutorial was pretty good at explaining what was going on, though you probably don’t have to explain the floor or bin.
I accidentally spent a long time waiting for the next wave after the tutorial ended and got hungry. I thought the hungry noises were attacking monsters at first, some highlighting on the low bar would help.
I don’t know how much art is placeholder, but the mix of vector with wasteland was interesting and made me laugh. Really made the truck feel out of place in the wasteland 😆
It would be nice if the backpack auto-selected when opening on controller, it would make item management much faster.
Overall this was really fun, and I’m excited to play as our hero Luigi again!
This was a lot of fun! I learned a hard lesson my first attempt when I created a bat portal next to an undefended section of my base. I had a lot of fun my second attempt, picking which enemies to let in adds some nice strategy to placing towers and walls. I mostly upgraded attack speed on my towers, not sure if it was the best strat but it worked well.
Pickup effects are good! Towers make big piles of loot for me to vacuum up, it gave the moment to moment play within waves a nice little loop.
If I hadn’t been able to cheese the first giant boss I would’ve died, I found a loop where I could hop over a rock and he’d path all the way around my base while towers shot him. Sometimes I wouldn’t be able to jump over where I thought I could, not sure if that was a timer I missed or I just wasn’t lined up.
One of the upgrades had a bigger icon when I dropped it, I think it was a red quest reward near the start.
I’d love controller support, but it played okay on keyboard. I didn’t realize I had to drag upgrades onto towers at first, some highlighting on the screen might help make it easier to understand if others miss it. It would be nice if it auto-selected a weapon when you started a round instead of showing a little icon, and being able to change your current item with the scroll wheel would be nice.
I like the art and it fits, but after some discussion with another player the towers do look pretty similar. I think some more variety in tower design might make your build base more visually interesting and understandable at a glance.
Nice work, it’s a fun game and I’m looking forward to more!








