Feels really tactile and polished. Love that you straight up made it in vanilla JS if I'm understanding your other comments correctly-- that's hardcore. It's a really nice concept, fun to play on phone too.
Gwelkind
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Oh nice, the constraints in the game (water, memory, range, coverage) felt very on theme. It got out of hand both with the gameplay, but also the narrative context of the game.
Old school aesthetic clicked for me and felt really scrappy and good. I especially loved the cascading windows of death when you lose. The UI also felt very responsive, which is no easy feat, and it performed great on browser even when things got uber chaotic.
Great entry man, I enjoyed playing it :)
hahaha, oh man, I feel so seen. It was a major pain to get it feeling showable and I still feel that it needs more tuning.
I actually ended up building a separate simulator that runs outside of the unity game engine and plots the expected progression curve. A lot of up front work, but saved soooo much time on playtesting and ended up being pretty accurate.
Hilariously windows '98 themed minigames omg.
I actually loved it, did you draw the characters and art? They were really polished. Challenging enough to keep me engaged and try to get an optimal strategy. Pretty quickly I learned that I need to approach the cars from above so they don't push me off screen haha, and the minigames were unique and suspenseful.
Gets out of hand quickly when you have to install 2 parts on one car.
Nice work!
You could put up a video of you playing it with a note that you weren't able to submit? People could review it that way, and I'd still really love to see what you made :)
Don't feel too bad-- getting stuck on build/deploy is really common for a first game jam.
If you have some time to play/rate my game, it's always appreciated! No pressure though, I know everyone is busy.
I was particularly impressed with how cleverly the platformer was designed and tuned. The jumps through rows of spikes had to be perfectly timed, I felt like I was always a hairs-width away from death when I made it (in a good way!).
I'm sad the robot never got to use his lil saber (at least as far as I played). He seemed so excited about it XD
Really good use of the limit! Super creative.
Woah, that was a beautiful game you packed so much in here for such little time, there's the forge minigame, the clients, the dialogue system, using different minerals. Everything feels hand-crafted and on theme and the dialogue and little details of grandpa hand-writing instructions on his industrial machinery were all funny. Nice work!
Woah- you made a whole node editor/visual programming engine, that's crazy!
I feel like I was craving a way of removing connections between nodes, but it didn't detract too much. I'm impressed you were able to pull this off, have a whole UI, and actually make it look/feel good in such a short amount of time, really nice work mate!
"This was not part of the job description but you can take on an extra challenge while getting the same pay" got a belly laugh from me.
Loved this! You did a great job of teaching us different mechanics in rapid fire, but actually having it be pretty intuitive and build upon itself.
My one note: On the web, the game needs to be played in fullscreen to use the wrap feature (which is REALLY cool btw) but if you're in fullscreen, "Escape" will pull us out of fullscreen, so having it mapped to pause as well was a gotcha
The art style was so unique, your drawing of hands in all the different animations of it were actually REALLY good, hands are hard to draw. You captured a ton of different textures and objects, but had them all look visually cohesive yet easily differentiated. The low-res retro effect was *chefs-kiss* here.
I would play a full game of this, especially a roguelike, the mechanics felt really good once I got the hang.
Heck yeah, mini master hand. Dude, boss battles like this are HARD to tune and get right, but I feel like you pulled it off. You left a good amount of time to give us opportunities to strike and learn his habits. The sprite animations were pretty slick. Well tuned strike combos, and sometimes you really have to time the jump perfectly to hit him.
At some point the hand disappeared for me-- seemed like that might've just been the end, but I thought I'd mention it in case that wasn't supposed to happen XD
I like that you have to literally get out of the hand in the beginning-- clever!
Oh hell, YES. The murmuring whispers at the beginning, and the suspensful beat, that was way more intense than it had any right being with like 7 sprites total, just bravo.
Also, yeah, machine + out of hand, how is this the first escaped AI shootout that I've seen here?? it's an idea that fits so well it seems obvious in hindsight. The game feels tight, not too challenging, just fun, tight controls.
My only note: Checkpoint at boss start would've made this more fun for me, I wasn't excited to play through all 3 rooms of scientists to try again the third time (no deductions there, just being constructive ^_^)
Thanks so much homie! I put a lot of love into the writing, so I'm thrilled to hear someone enjoyed reading it!
I took a look at your past entries and, daaaaaaamn, you sure know how to churn out super polished games in lightning speed. Mind if I ask-- Do you make games professionally? Or do you want to?
Hey! Really wanted to play this but I couldn't get it running.
Taking a look, your project already has a Web export preset set up, and a browser build is by far the easiest way to let everyone play regardlessof OS — it's also what most people expect on itch. Two Godot-4.7-with-C# gotchas that usually trip this up:
1. C# web export needs the WASM tools — run dotnet workload install wasm-tools once, then re-export.
2. Switch the renderer to "Compatibility" for the web build — your project's on Forward+, which browsers/WebGL can't handle. (Project Settings → Rendering → Renderer, or override it just for the Web export.)
Then export the Web preset, zip it with index.html at the root of the zip, and on itch tick "This file will be played in the browser."
It's the best way to make sure that everyone can play your game-- no downloads or concerns about OS compatibility. Your artwork looks amazing, so ping me if you're able to get it up, I'll be excited to play! Also congrats on finishing your first jam game!
Holy crap, the art in this game is incredible, looks like you did everything by hand even a lot of the text, there's so much content here. I panicked when they started destroying my towers. I like the upgrade system, the game goes pretty deep.
The waves go off the rails and get challenging pretty fast so the upgrades are very needed XD
So you love drawing pixel art items, huh? haha, I liked this, the bottom row drops were always a panicked surprise-- gives you JUST enough time to react. Just when I thought the game was going to get boring, two items started falling at once and I had to start really strategizing my position-- definitely got out of hand. All the little drops were really well rendered and I like that you wrapped it in a little world building
Super cute, challenging, I liked it :)
Difficult but rewarding! I felt like I had to perfect the momentum in a few places to get it right, it's a super unique premise and mechanic that I've never seen anywhere else.
My one nit (didn't affect ranking) is that I actually liked how hard it was, but I think if respawning was faster then trying a jump 3-4 times would feel more engaging.
I liked the soothing music and the character design and especially the selective use of color. The character growth throughout the game felt cozy
omg, janky is well described haha. Such a unique movement control, I think you may've come up with a completely new kind of platformer, not everyone can say that! You even made multiple level skins, and kept the palettes coordinated, that's super impressive. The puzzles are genuinely really interesting, I would really love to see someone better than me speed run this it feels like it'd be a super interesting high skill-cap game.
The art, the concept , and the creative limit use are all so solid here. Trying to get over pits was nerve racking and had me yelling out loud a couple times.
Caution tape "full of jank" on the cover made me lol
Wow, thank you so much for playing to the end!!! Your games are always legendary in these jams, so it means a lot.
And yeah, you hit it right on the money; at some point your eyes glaze over, you lose the plot and just start greedily taking everything can can to recklessly grow without even thinking about the consequences-- just like a modern tech company amiright?
YES! Character design were absolutely fire, and the dialogue was pretty rich when I got into it. Watching the regrowth on the left screen was a delightful surprise, as was finding the extra jump.
I found it hilarious that the protagonist walks up to 5 different characters and starts the conversation with "Huh, where am I?" Like a college student on a Sunday morning, amiright?
Seriously though, nice work, moody and atmospheric, holds tight to its theme, creates a world that flows off the page.
Ah sì, una gara inutile a sbrigare lavoretti insensati insieme ai miei colleghi robot mentre lui mi sta tra i piedi. Praticamente il mio vero lavoro ;)
Scherzi a parte, mi è piaciuto — è soddisfacente dover ragionare su cosa è cosa lì per terra e cosa raccogliere. Ogni tanto mi divertivo pure a mettermi apposta davanti al robot. Scaricare le scatole in automatico e provare a liberare completamente lo spazio dava belle soddisfazioni. Mi è piaciuto anche lo stile grafico, sembrava uscito pari pari da un gioco per NES, bella scelta di colori, un retrò autentico.
Gives "I have no mouth but I must scream" vibes, but even more uncanny and retro. Definitely gives 'getting out of hand' a clever spin. I think it's one of the most creative here especially the graphics and sound, but some of the spins on classics were super interesting. Loved playing it.
It manages to take the simplest possible retro arcade but somehow wrap it in a coherent narrative that has an authentic emotional theme of being trapped in a glitch by a machine.
Dude, the juice on this is unreal. The sound effects were so good and modulating by how far you swing made it feel so physical.
Taking control out of our hands was an interesting interpretation, it's a simple premise but you've managed to take it super far. It feels like it could've been a nitrome game, it's super SUPER polished. Wouldn't be surprised at all if this won.
The level design was genuinely clever and having a 'complete' vs 'perfect' paradigm left a lot of space for different play styles and replayability. I didn't want to set this one down.
The slight right lean of the drone is evil and extremely on theme XD
I loved the goofy vibes of this, it's doodle style but somehow feels really sharp and put together. That horn starting over 4 times in 4 seconds when I kept f*cking it up over and over while the drone looks at me with his stupid smile got a belly laugh out of me.
Absolutely nutty and a joy to play.
Such cute authentic retro vibes! I could tell you put a lot of refinement into the aesthetics, the sounds, the tactileness. So simple, but really fun to play.
I especially liked that it's coming in slow at first to give you a feel for it, and then it's like "OK YOU GET IT *BOOOOOOOSH*" And dumps a whole hardware store waterfall on you. I laughed out loud and cried a single tear, then got some carpel tunnel trying to keep up.
Extremely solid work, genuinely enjoyed playing it.
What I loved is that you made a genuinely challenging but fair game, but you put the thought and care into making death feel quick, painless, and actually really juicy and fun, so I kept wanting to try again and again. Reminded me of super meat boy or nitrome, and felt way too polished to be a gamejam game. This is a game I might actually come back to and play to completion.
Dying never felt like, "Augh, it's busted, they made it too hard" but always, "oohhh, ok, let me try it this way" and that's NOT an easy thing to achieve in a game.
The foam mechanic is especially clever since it challenges you to get close to the thing that will kill you, but only gives you a snap moment to hover there. Genuine tension.
Wow, there's a lot here expressed through metaphor and simple interactions, but the choices felt very important and emotionally significant. You did a lot with a little and the game design is really really thoughtful. The puzzles were genuinely clever, having to change angles and zoom as part of actively processing is spot on with theme.
Really nice attention to details on the little tactile interactions with items, it made the game world feel real. The water puzzle and changing from Sarah D. -> M got a verbal "ooo" out of me.
Reminded me of "unpacking" if you've ever played it. Simple, tactile clicking puzzle tableaus but rich with emotional meaning.
rofl, everything was on fire and infested, but it was a super unique mechanic and concept that totally shined through the chaos. I feel like if you'd had another day to polish it and provide more info in the UI, this is a game I'd totally spend hours on. The dragging mechanics feel very very good, and the synergies in trying to do urban planning and get all the houses stats topped off while random new buildings fly in is *chefs kiss*
Super addictive. We both made games where it speeds up with music and gets chaotic, nice!
I have one note on my experience-- just personal opinion, not docking points at all --I think in games where you are using WASD, it can help to have directional indicators on them, otherwise I have to do a mental mapping of "ok, D, D is on the right, index finger, press." That might just be me :)
The aesthetics are so cute and well coordinated with eachother and the music and sfx all work together really nice. Controls felt tight once I got the hang of them. I got to 45 and it definitely got out of hand XD
WOW, dude, best art in contest that I've seen so far, and most cohesive experience.
My one note and it's small (not docking you in ranking, all 5s from me), I think if the first door had `...` I wouldn't have gotten stuck. Felt like the game language established all interacteables to have `...` so I couldn't figure out where to go when she wanted to see herself I was like "I've clicked everything ahh!"
Knocking my head off with the chair got a little laugh out of me, but generally the somber depressed tone contrasted with a hopeful relief at the end just took me through a lot of emotions for a 5m play. The crack in the glass that spread through the wall a delightful surprise and you managed to tell a real metaphorical story of internal growth in a super short period.
Really creative use of limitation too-- getting out of [the] hand is a good thing here.







