Haha, Swiss Army Knife of Death certainly is a fitting comparison!
HootyTooty
Creator of
Recent community posts
First level: I was decently surprised about the physics and sfx. I immediatley understood what the task was and the snapping really made it confirm my theory going past the first level with ease.
Second level: Has a similar vibe to the first but different. i still kow what to do and ware able to clear it. Nice progression so far.
Third level: first thought was: "oh god, i gonna need to replace them all" but no. you change the task. I was also immediately able to understand and progress. But it felt way less satisfying than the task before since finding the right button doesnt really have any challenge. Before you at least had to remember a position.
Fourth level: I know "dont click" games and the clicking sound really helps knowing that the game didnt break. I was able to wait it out and progress. But it was yet again a completely different kind of task. Also not as satisfying as the first two.
Fifth level: The blue screen didnt really make sense. I understand that you wanted to go for a 4th wall break, but the execution didnt really work and the game design didnt make it expectable. Especially if fixing it means just clicking it. At first, i sat there and waited since in real life you gotta wait for it to restart but nothing happened. Then there was this weird QR code that has no connection to a blue screen. Then i though "since this is a try for a 4th wall break, maybe they actually implemented some server thing that the qr code works with. That would actually be pretty cool as i have seen those before." But to be honest, i am never going to visit a link on some sketchy browser game so i though well... am i stuck here now? Then i ran a scan of the qr code to check the link and it just led to your game page. That made me realize that this code has no functionality and it wasnt the solution, which was quite disappointing to be honest. Why putting it there then? It is completely out of place. I just clicked to see what happens and it continued. Very unsatisfying and not very puzzely.
6th level: The chipmunk platformer. The chipmunk felt really unconnected since it is an unexpected and completely new character mid game but okay. Controls were obvious so no problem there. The puzzle was again easily understandable and it actually picked up some functionality from the first two levels which was nice. But it was really no challenge. I displaced a single platform a little bit and was able to get the acorn. And then...
The game ends... mhh
I felt like you had many puzzle ideas to put your game but didnt think enough about continuity or coherence, which are very important things for puzzle games in my opinion. The puzzles were too unconnected and too random for it to feel like a continuous, nicely rounded experience.
I would trash the fifth level and the whole 4th wall break idea. It doesnt fit to your more fun ideas.
Rather work on expanding your what works and what is fun, which i think were the first and second level. Applying the same task of the wall of buttons in the third level would actually been more fun to me but it also needs a twist just like you did for it not to be repetitive.
Fourth level is again a big task change and break in continutiy with the "dont click" game mechanic. I would also scrap that and go for the previous type of puzzle mechanic.
The 6th level was actually decent even the the chipmunk was a bit out of place because it picked up the established puzzle mechanic from the first levels which is great and what a puzzle game is all about. Presenting the same mechanic in different ways. Here, simply placing the acorn in the top center of the game would have at least made me use all the platforms and it is not that hard to understand. You could easily make more out of that but also keep in mind your first puzzle mechanic. Dont suddenly abandon your first ideas by becoming a puzzle platformer for the rest of the game since you could have started with the chipmunk in the first level then.
So long story short: I see great ideas and also the execution was great. Not a single bug or issue, super clean playthrough. But the design just needs more work, more consistency, more coherence. Revisit what makes puzzle games work and try to improve on what you already built.
Edit: I just played with sound and the sound bug in the fourth level was already mentioned before, but i personally think the music is too fast and stressful and gets a bit annoying. The bouncy effects were really fun though.
Thank you very much for your feedback!
Now that you say it, enemy indicators on the screen border would totally help. Did not even consider that yet.
Were you able to hear spatialized sound? I think all sounds were unified or is that what you would change?
yeah, we had some troubles with colors and contrast during development as well. We did not have the time to find a balanced color palette but will rework in the future for sure!
Due to recent events, I’d like to take a moment to remind everyone that this is a game jam—a celebration of fun, creativity, and community. A game jam is an event where fun should be the top priority: a time to bring creative minds and communities together while celebrating our amazing medium.
Of course, a game jam is also a form of competition, and the saying “Comparison is the thief of joy” serves as an important reminder. At the same time, it’s crucial to appreciate each other’s work through a fair rating system.
I’d also like to remind everyone of the following community rules (https://itch.io/docs/general/community-rules:):
1. No flaming, trolling, spamming, or other disruptive behavior.
5. Do not post unsolicited or bulk advertising/promotion.
6. Do not violate the Terms of Service.
I understand that the rating system can evoke both positive and negative emotions among us game developers. However, please consider this advice:
Although my game currently has a lower rating count, the comments show that players have enjoyed it for literally hours—some even calling it the best game of the jam. This truly makes me happy and fills my developer heart, as I was able to bring my personal vision to life and create an experience that resonates with my target audience.
If a little prize money and some rating numbers on a screen cause you to abandon your values, please consider rethinking what truly matters. Remember, it’s impossible for your game to appeal to everyone.
Value the ones that value you!
Im happy to hear you had a great time! You observed that correctly. Unfortunately, only the mace is working as intended; the other weapons have some self-damaging bugs. As soon as we upload a fixed version you can go infinite with all sorts of weapons. We intend to add way more enemy builds as well!
Hahaha great news! Feel free to post some screenshots in the comment section. I would love to see the effort! I would also love to break the Doombas of friends in the arena. Maybe some day, somehow.
The idea developed from a mix of
- "Skyscraper demolition game" for placing weapons (which was our second favorite idea)
- Broken robots going rogue/ breaking and building/repairing things from scrap pieces
- Faible for vampire survivor type games
-Lots of brainstorming and inspiration of other ideas.
I am honestly astonished how similar some of our ideas were to submitted games. Putt golf, angry birds katapult like, repair shop, godzilla city destroyer etc. but battle bot arena with building mechanic seemed the most fun to implement at that time.
In diesem außergewöhnlichen Werk digitaler Kunst offenbart sich eine beeindruckende Synthese moderner deutscher Kultur, in der kunstvoll ausgewählte Elemente – von ikonischem Popkultur-Erbe bis hin zu innovativen Meme-Referenzen – zu einem harmonischen Gesamtkunstwerk verschmelzen. Der Schöpfer versteht es meisterhaft, den feinsinnigen Witz von Bernd das Brot in ein narratives Licht zu rücken, das dem Betrachter eine tiefe, fast poetische Reflexion des Alltäglichen eröffnet.
Die malerische Darstellung Mecklenburg-Vorpommerns fügt dem Ensemble eine beruhigende, fast schon idyllische Dimension hinzu, während die kunstvoll inszenierten Fliesentische als Symbol für handwerkliche Präzision und zeitgenössische Ästhetik fungieren. Ebenso beeindruckend sind die charmanten Pinguine aus Madagascar, deren lebendige Präsenz den kreativen Geist des Werks unterstreicht und eine spielerische Leichtigkeit in die Komposition einbringt.
Besonders hervorzuheben ist die Verwendung von Glasschüsseln im Blätterdesign, die mit ihrer filigranen Transparenz und dem dezenten botanischen Motiv die Zerbrechlichkeit und zugleich die erhabene Schönheit moderner Kunst verkörpern. Die Llamas mit Hüten, die in diesem Kontext als stilvolle Metapher fungieren, verleihen dem Gesamtbild einen Hauch von verspielter Extravaganz, der die Grenzen zwischen traditioneller Kultur und avantgardistischer Kreativität auf elegante Weise aufhebt.
Abgerundet wird das visuelle und narrative Erlebnis durch die energetische Untermalung deutscher, schneller Techno-Musik. Diese Klanglandschaft trägt nicht nur zur rhythmischen Dynamik des Spiels bei, sondern reflektiert auch den Puls einer modernen Gesellschaft, in der Tradition und Innovation in einem faszinierenden Dialog stehen.
Insgesamt präsentiert sich das Videospiel als eine erhabene Hommage an die kulturelle Vielfalt und den kreativen Reichtum der deutschen Gegenwart – ein intellektuelles Fest, das sowohl den anspruchsvollen Geist als auch die Sinnlichkeit des künstlerischen Ausdrucks in höchster Form zelebriert.
Absolutely! Big builds are currently most achievable with spikeballs only due to self-damaging bugs, but a fixed version will enhance the building mechanic by a LOT; feel free to look out for updates.
Multiplayer would be soooo much fun but also soooo much more work. Maybe we get around to some form of multiplayer.
Thank you very much! I personally think I will keep working on it. We came quite far during the jam. I will definitely post a fixed, bug-free version and add more enemies and weapons. Building all the expandable systems took so long that we didn't get to actually expand the game. But now, all systems are in place to add lots of enemies and weapons really easily.







