I did not read the instructions so I thought I was supposed to be chasing the peanuts. Did not go well for our poor vendor.
After figuring it out, I was really getting into it!
I got to the second level and a hostile plane flew directly into my propeller and yeeted one or both of us into next week. Was not able continue and got stuck looking at the default Godot Gray scene view. Possibly the game attempted to restart the level and hit an error before loading the camera?
I would have liked to see the plane tilt up or down when controlling its up-down/side-to-side motion, I got confused a few times which way I was going (especially with the inverted controls). Otherwise, pretty neat game!
Thanks Randy!
This is in regards to As I Lay Flying, by the way. I just realize I didn't specify that and I have two other smaller submissions.
After some more investigation, the issue appears to only appear on browsers running on Mac/iOS devices. When run in a browser on a Windows machine, the game will play as expected. Please let me know if this is still an issue for judging!
We discovered last night that something broke in our final build that renders the game unplayable. The game is based on rotating your cart and the inertia is set so high that little rotation is possible.
Are we permitted to make any patches for things like this during the judging period?
(Even though the submission period is still open, the entire team is away for the weekend and will not return until Monday.)
Thank you so much for this feedback! We ended the jam with only half of the team members we started with, so it's fair to say we bit off more than we could chew here. We're tinkering with a 1.2 update to get these issues fixed, as well as un-cut a lot of the story content that we didn't have time to include.
I am really surprised to hear that your experience with 1.1 was buggier than the jam version. Can you remember the specific areas that you got stuck or entered a blind spot? That was one of the things I had paid a significant amount of attention to between the two versions so I'm shocked to find I somehow made it worse...
I take your point completely about being able to skip dialogue, it was skippable during development, but removed because there were a few lines that were synced to other events in-game and needed to be timed carefully. Not an impossible problem, just out of the scope of the jam deadline.
Thanks again for playing and taking the time to share your experience.
Your assets (but particularly this one) were critical in the game jam we entered last month! You're an absolute legend for the amount of assets you've shared here.
https://geouug.itch.io/jackanope
Thanks so much for the feedback! We probably bit off a bit more than we could chew to get everything in place AND bug-free by the deadline, but we do very much intend to get everything cleaned up ASAP when the judging is over.
I think I agree about the cameras tracking Christi. Some of those were thrown in very last minute to cover some corners, and could definitely be replaced with more thoughtful angles.
Thanks again for all the feedback, we'll be addressing all of that!
Thanks so much for playing! I'm painfully aware of all those bugs you mentioned but fortunately already have a fix for most of them. We plan to release a cleaned up version after the judging is over, with some extra cut content as well.
Most sequence breaking bugs can be fixed by quitting and continuing, but that's also a potential source of new bugs, depending on where you are ...
Thanks again for all the feedback!
Thanks for the tip! I made it a bit further but got stuck after entering the credentials, since I somehow clipped two of the characters through the steam by going into first-person mode, and I wasn't able to get back. Skipping again with the zero key put me at a completely black screen. I'll try again tomorrow and try not to break it again (:

This is my favorite entry that I've tried so far! Feels a lot like Risk of Rain 2 in a great way. I was never able to get into the factory because I'm just no good at platforming for the last power acceptor, but I had an absolute blast in endless mode. The frame rate started to tank around 4 minutes when there were a ton of enemies around, but I see from another comment you've already addressed that. Really awesome work!
I also got stuck in the puzzle room because the ball bounced out of the box. Tried restarting a few times and it kept happening. I wish I could get farther because it's got a great set up. I noticed that the hands on the clock in the first room move, that was a nice and unexpected detail! I'd love to play more if you fix it up after the judging ends.
My first try I accelerated into space with no hope of returning. My second try I bumped into the space station and when tumbling saw the asteroids behind me. On my third run, my kerbal space program skills kicked in and I managed to orient myself in front of one of the asteroids and blasted it quite a bit with my laser. Unfortunately I wasn't able to collect any materials and after bumping into it I tumbled helplessly through space again. I like the idea of this game a lot, but it needs some refinement to make it more approachable. I would love to play a more polished version of this!
I was surprised at how invested I got in the coin-pushing part of the game. Seeing a pile of coins topple over the edge is incredibly satisfying. I ran into some issues with the combat portion though. Skeletons would disappear seconds after the wave began, and after pressing escape my mouse got unlocked and I had to click and drag to turn the camera. Overall it was very fun though. Nice work!
The art is quite nice, but I think the difficulty curve needs to be tuned. The machine gun tank is manageable on its own, but should probably be presented as a boss fight, or have its health reduced or something. I tried a few runs and could never make it past 2 minutes. The rocket tanks are fun to fight though.
If you wait to see a ripple, it means the fish is near that spot. If you click on the ripple, you should see a fly be cast, and a fishing line appear when it lands. The rod will flex when you get a bite, and clicking and dragging to the right will reel the fish towards the rod.
Clicking the water is a shortcut to equipping the rod, and clicking on the sky is a shortcut to unequipping the rod away. I think this needs to be added to the tutorial somewhere, I can see how it's confusing right now.