Thanks for giving it a shot and leavin a comment :) !
h00g3
Creator of
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It is detailled, honest, friendly feedback like yours that make participating in insane events like these worthwhile. Thanks so much for giving it a try, and pointing out all this stuff. I was amazed by the high level of accessibility you provide with your TD game, so that's inspiring, and it is certainly something I will be prioritizing higher in future projects. As to the bugs and flaws you've encountered, I apologize. Core features, like parts of the inventory system, the puzzle with the sausage, were not completed in time. We've decided it's better to deliver a bugged game that's playable than not to participate at all. We're glad that you can see the potential behind the wreck. Everything will be adressed in the next update. So many keyboard keys was a conscious decision because we thought it's funny. Maybe it would be with less bugs around.
Ended up stacking all my towers on the left side and upgrading them hard early on – surprisingly effective 😄
One of those games where you completely lose track of time, and then feel genuinely sad when there are no more levels. As a TD veteran, this was great fun. Maybe almost a bit too easy, but that’s honestly the only critique I can think of. And as a fellow gamedev: huge respect. What you pulled off within a single week is seriously inspiring. The look, the feel, the audio, weird tower ideas - and that hilarious MacGyver reference.
This one really surprised me. Super stylish, great feel, and that “Billie Jean” vibe had me grinning the whole time. The endless snowy town road is gorgeous and weirdly hypnotic. I did hit a bug later on where the car kept drifting to the right no matter what, but honestly the overall experience is still impressive, and fun to play.
Thanks a ton for this, and yes, I think you’re right: the gun and enemy tones probably need to be closer in character. That should make matching much easier. And cheers for flagging the win/death loop bug; We definitely need to squash that. Good call on simplifying the modes too, and the idea of bringing the environment or pickups into the mechanic.
Thanks so much fur playing, really appreciate you taking the time! I actually suspect the core sample set might be a bit dissonant, which makes it almost impossible to match the right tone by ear. That would explain why you ended up scrolling through all frequencies instead of feeling the “right one.” We plan to work on a cleaner, more harmonious base and add some subtle visual cues to help. Your feedback is genuinely helpful!
There goes my evening... just wanted to check it out and somehow lost track of time. Love the whole Caribbean vibe. The humor works, and little details like the day/night cycle add much atmosphere. Also really appreciate how scalable and natural everything feels. And that CEO? Feels like Agent 47 finally decided to trade the barcode for a tropical startup. Brilliant.
The origami look pulled me in right away. A great example of how a simple ruleset can lead to a whole bunch of interesting puzzles. Big kudos for the font — not the easiest to read, but absolutely beautiful. Wasn’t really a fan of the music loop, though. All in all, a truly charming little game — you can really feel the love and care that went into it.
This is one of the best games from this jam I've played so far. Really awesome look and feel, crazy cool artwork, sleek UI, captivating campaign, smooth controls and easy to get into. The echolocation mechanic is creative and visually stunning. Enemies got stuck at times, and player somehow teleported through doors (straight to enemy), but overall really a most impressive entry.









