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GrigLog

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A member registered Mar 27, 2026 · View creator page →

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(2 edits)

I don't like games where the gameplay comes down to walking around the map, but this one hit different. Maybe that wasn't the intended experience (I didn't know about the scroll wheel feature, which significantly simplifies the game), but I had a lot of fun memorizing the levels, figuring out the most efficient routes and trying to keep certain room numbers in mind when doing deliveries. Managed to beat the game with 4:14 time left, by the way.
Some other commenters said that level 3 was too hard, but I think it's in a good state right now. It's more fun when the difficulty increase is not linear, when different levels have some kind of personality. You enter level 3 and it's reasonably hard, then you finish it and expect something even harder. But you get a level 4 instead, that is pretty chill and lets you catch a breath. You think that maybe level 5 won't be so bad, but then you enter it and it's absolutely brutal. It's like a roller coaster.

Better than Death Stranding

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Damn, I didn't know about the mouse wheel and beat the entire game without it... Took me 5 attempts... 

The game doesn't start on my PC, for some reason. I don't see any logs or errors

How do I get past the shield guy? I tried killing him with a block, jumping over him with the help of a rising block, and using the skeleton's arrow from behind the shield guy - none of that worked. He takes no damage from neither block nor arrow and I can't stand on top of the moving block

Dude, this is easily the best game on the jam for me, and I would love to see it being developed into a full game! There is literally one thing I could nitpick - when there are several 8-s in the timer, all of them should be highlighted, not just one

The art and narrative are cool, but gameplay could be better. I think the map should be smaller, and the 2 mins timer is too long

Level art is actually impressive. Also, character and enemy meshes look good and detailed too, I could not expect so much from a jam game! 
Unfortunately, I wasn't able to progress beyond the cemetry. I guess I missed some kind of a trigger box or a teleport object, because there were no enemies and nowhere to go. I tried going back and forth around the entire map, but still couldn't find anything.
The combat is meh, but I know from experience that it is impossible to make a good hack-and-slash combat in just 4 days, so cudos for trying!

Very creative

Combat is quite hard to understand, but once you figure out the mechanics, the game becomes fun

Thank you for playing and finishing the game! I understand what you are talking about. I wanted to push the player into situations where they don't have enough time for perfect spell set ups, but that meant that they don't even get time to understand what's going on before dying a few times. Just tweaking numbers or changing level design could not fix the issue. I think I could fix it with additional mechanics (like limiting the spell placement range, or requiring line of sight), but I didn't have much time left

The hitboxes of enemies and their projectiles are way too big

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Good game! Although, the progression feels lacking (after wave 20 there is no new content or challenge, so the game should just finish at around wave 30) and doppelganger tiles are bugged: in some games, enemies keep attacking them forever, even after killing spawned clones. And it feels weird not being able to remove the previously placed tiles. Fast forwarding would be greatly appreciated too.
UPD: Alright, there is actually a new enemy type at wave 50. But I wish it appeared a lot sooner, or there was some kind of indication of this event

The game is ruined by the way it handles multiple targets.
1) You can't attach to a new enemy before you finish off your currently attached enemies. It should be very easy to fix in code.
2) You can't kill several enemies who require different input strings without re-attaching to one of them. This could be fixed by keeping the attachment in case of a wrong input, instead of discarding it and the entire input history.

Also, when several enemies are stacked together, it becomes impossible to comprehend their input strings. Just place them on different height levels, most of the screen space is empty anyways.

The animations are way too long