Ok, thanks for replying. Wishing you and the whole team well on your journey!
gordonfreeman01
Creator of
Recent community posts
Great work on the visuals and music. I encountered a bug on Firefox where clicking the game screen, even in fullscreen would cause it to highlight the frame as though a select all was being done but otherwise the game worked (seemed to affect other Unity games, maybe something with my browser setup, had to doubleclick to make the highlight go away). The gameplay concept from the theme was interesting and well executed with lovely art but I'd have enjoyed a pacifist mode (I know, unusual for the setup here) where avoiding the carnage was the point as personally I've moved away from death and destruction as gameplay theme. I tried beelining to the exit tunnel without breaking stuff and it was a nice challenge.
The choice to salvage the 3D project into a text adventure was a very interesting one and congratulations on getting this much done in this short time. It was interesting exploring the options given the limitations, would have been better to remove the placeholder texts completely though but totally understand you were under the wire for release. I'm curious where the story goes next although it does look quite gruesome.
Fun game, love the visuals, sound effects and the core puzzle idea is fun to figure out and attempt. Some of the hints may be region-specific like the date format so maybe having multiple level of hints with a score penalty would be nice as would an option to retry the current level to avoid redoing past ones. Btw, is there a reason the bee looks a bit angry?
Thanks for playing and your kind feedback! Yeah I had to cut what happened after completing the rings due to time constraints but I'm working on a post-jam version that should hopefully be more satisfying. I like your idea of using the cylinders, had planned something else but may be using that one in the final version.
Thank you so much! The key was the last thing I could implement before the deadline, there was a lot more I wanted to implement but making this mostly in a day I had to focus on whatever completed gameplay I could ship. Thanks for your feedback, I'm going to work on this game more and will take these into account for future revisions post-jam. I checked out your game and it's amazing, really loved it! I posted my feedback to the game rating page so it's easier to collate with the rest you and your team received.
This is a delightful game and a massive achievement for a game jam, very polished overall result. Love the funny voiceover, sound effects, music, visual style and character animations. As you didn't use any asset packs the amount of custom artwork in this is also amazing and well made. The gameplay reminds me of the Spyro classics which is great. Areas of improvement I've noted are: the telekinetic puzzles being hard to control (having precise control over height and a way to zoom out to view the scene and place could help), the glide timing is very short, the breakable platforms could be easier to differentiate from easier ones and the partially completed egg collections could be saved between levels. These don't detract from this achievement, just things that would help with more polishing time, very impressed with the results. If you develop it more please let me know, will check it out.
Interesting visuals here, something different. Great work on the music, fits well and isn't boring to listen to. I felt sad going after the ants in their level but the space levels were fun, liked the platforming aspect and bouncy asteroids. The Jupiter one was a bit hard for me but the instant retry helped. I also liked the timer-based comments in the game. One thing I'd suggest for future projects is to use control rig to adjust the foot IK, that way the animation blends better with the model as I'm assuming it was retargeted.
Thanks for playing! I was wondering if it was too hard but as you see I finished up what was possible until the deadline, would advise trying to focus on the central areas and immediately go to the rings when the collection triggers. Appreciate the feedback regarding the visuals, tried making something with that feel and happy to see it came through. The music is actually bundled with the UE5 starter content, I was surprised with how well it fit so simply went with that. It's called Starter_Music01.
Hey, thanks for playing and your very kind feedback! I had a lot more planned for the game but as you can see the deadline came up before I could implement it and the rules don't allow feature changes (made the game in about a day). I'm worried that the implementation of all the additional systems that had to be cut would run afoul of the rules but I am interested in properly finishing up the game, maybe outside the jam. I fixed a bug where the retry wasn't working correctly (it was very rushed). Whichever rating you think it deserves, please go ahead, honesty is the only policy and I am happy someone gave it a shot :)
I used Unreal and made my game in about a day so it's super simple but at least has a working loop (https://itch.io/jam/gamedevtv-jam-2025/rate/3586441). After last year's experience where I learned what you pointed out (for game jams people just want to play in a browser, fast iteration times matter), this year I implemented in BluePrints and focused a lot more on the fundamentals so whatever the outcome I've learned something new. Blueprints really helped with quickly prototyping stuff and the wide variety and huge amount of assets and ready-made samples available for UE helped building and learning although implementing it into one's own projects is still a lot of work. I'd consider jams more of an opportunity to learn and try new things in that sense although clearly it's possible to create amazing things too once you get a good handle on scope, tooling and dev process.
Solid presentation with a believable desert look and feel given the short time to make the game. I like how you used the handbrake as a way to compensate for limited turn controls, smart way of working around the limitations. The gameplay is fun, could maybe use a smaller map to bring the cars closer together and adding homing to the bullets as well so they can hit when cresting a dune and trying to get a vehicle descending it.

