skill issu
IgnCloudi
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This was a pretty cool game!
But i too felt that the experience was quite buggy
- picking up items felt a bit scuffed. I usually had to spam the 'e' key to pick it up/interact
- after winning, idk what happened. The count reset but i died anyways
- while in the main menu, when you click start, it only works if you keep hovering on the butt. If i click it and take the cursor away, the fade to black animation stops
Dont take this as hate, I get that you had to rush and you deserve credit for that
Other than some ending stuff and other polish, the game is pretty much complete
So good work on submitting! :)
Keep it up!
Ahh, i had a similar problem to the other commenter
I, while trying to disable the cams mispressed some keys. But it didnt end then so i thought it didnt matter if you missed a few times
But it only damaged me AFTER the sequence ended
But other than that, the came ran smoothly except some minor lag here and there
Im not the biggest fan of the theme implementation, as it feels quite forced.
But other than that, you did a nice job! :)
Keep it up!
Eyy this is a pretty cool game!
I cant believe even without a tutorial, i figured out the mechanics and the objective just by playin!
The game is REALLY intuitive and fun when you get the hang of it.
Though id like to see the mechanics expanded upon
This, in its current state is very much a full fun game
Btw, yes i did win :)
And i had a good experience
My only feedback would be to:
- make an optional tutorial/help menu for ppl who dont understand it
- improve the art (its quit serviceable but can be improved)
I do want to see the idea expanded upon, but in all honesty, i have no idea how you'd do that :P
Other than that, I also loved the arrow showing where the lights will spread. It was a cool addition
But again, it might require a tutorial to explain what it does to some people
Anyways, great job on this!
Congrats on finishing the game and good luck :D
Eyyyy, first. I really appreciate you digging deeper and finding this one
Ngl, this is probly my favorite out of the games ive made. Its nowhere near perfect, but i just eeally like it
After the jam version, i tried to implement all the feedback i got but after the update, i couldnt really get more feedback and it just died down. But i was pretty happy with all the changes
I also wanted more levels but just couldnt come up with more stuff at the time and wanted to get the update up asap, so i just gave up on that part after adding 1 more level
If you have ANY suggestions, feedback or any specific bugs. Id love to hear you out
Other than that, thanks for playing it :D
I genuinely appreciate you trying it out
sheesh, ggs on your first jam, you nailed it!
And i cant believe you had more in store.
Anyways, good luck with your play store release :D
For our game, i do agree with the subpar theme implementation
We did have more in mind but due to joining in the last 48 hrs of the jam, we didnt have alot of time to make it
I mean, we nearly didnt even have the flamethrower. It was literally added like an hour before the deadline
But, thanks alot for trying it out, im glad you liked it :D
ahhh i see, you had wayy more planned but couldnt add it
Common case of scope creep.
Id love to see and try an updated version of this game with the evrything you wanted fully implemented
I mean, with context, you already had solutions to most problems, but couldnt implement them in the jam time frame
If you update the game, do notify me as id love to try it later :)
my suggestion would be to make the movement to be based on the perspective
Rn (based on perspective)
W moves the char in the top left dir
S moves him in the bottom right dir
A moves him in the bottom left dir
And D to the top right
This makes sense if you look at it from a top down angle but from this orthagonal perspective it feels a bit off
Tbh ive never really worked on a game with this perspective so i cant advice on how to fix it, but maybe you can look up some tutorials on player movement for this perspective
I hope this helps
If you update it and want someone to test it, ill definitely be down to give it another go :D
Eyyy this is a pretty fun game!
Its pretty satisfying to burn em aliens
Tbh my only complaint and the biggest one at that is the movement
Like, the game is in an orthogonal view but the player character doesnt seem to be moving based on OUR view.
It feels odd and a bit hard to get the guy where you want him
Other than that, you probly already know about the huge lag when first using the flamethrower. For me, it straight up got stuck for a solid 20-25 secs. Ran pretty smoothly after that tho
It does get a bit repetitive, but still quite fun
Not to mention the polish and the art. I love both!
Overall, you did a great job with a super polished game.
Good job :D
ok so, i get the idea you guys were going for
But it seems you bit way more then you could chew.
Cuz the game does feel very buggy.
Like, it clearly reminds me of angry birds with the physics objects and the throwing crackers mehcanic
But its always unclear as to what the cracker is doing or is it even working.
Cuz after landing, they just wobble around and rotate violently :sob:
Also, i feel like making it random as to what crackers you get isnt the best choice. Like I got my setup of some crackers ready but i just couldnt get a matchstick to light them up.
Even after theo do burst, it didnt really do anything for me. Like i was expecting them to blow stuff up, but it just emitted some particles and didnt even despawn
Overall, its definitely unfinished. But I get what you were going for and i actually quite like the idea!
I hope you guys work more on this :)
Id love to see where you take it.
Anyways, good job submitting :D
Alr, this is hands down the best game ive played so far in this jam
I LOVE the idea, I love the different items and their use cases
At first, i was trying to play it by placing items one after the other for some reason
After a bit, I just made the path first and then let the fire do its thing. I thought this was some huge oversight
But then i realised that is EXACTLY how you're supposed to play it, working around the obstacles, using whats given to reach the end (atleast i hope it was the intended way :P)
My only complaint would be about the collisions, it did feel sometimes that the branches/logs were touching visually but didnt transfer the fire.
Also, Id like a QOL feature where we can put back a picked item if we dont want to place it.
Other than that-
- the music got a bit repetitive
- I did say i love the gameplay but it does get a bit annoying as the pieces are small and the distances are wide. And as i mentioned sometimes the pieces touch visually but not their colliders. That can lead to alot of time redoing the same thing. (Well ofc theres the option to save some materials just in case.. but still :P)
- Some more work on the art, Its not bad. but can definitely be improved
Overall, amazing and unique idea, great implementation and overall a fun game!
Keep it up :D
Eyyy, thats pretty cool!
But im really confused after killing the 1st zombie, like is that the end?
Also, the plant pots dont have collision and you can fall off the map
Other than that, I dont really get the theme implementation, its about igniting the street lamps ig? But idk, it doesnt quite work for me
But still, you did a pretty good job!
I liked the shrinking and growing mechanic using the lamps! It worked well
Tho I sure wanna complain about the camera being locked vertically :sob:
Anyways, good job submitting :)
I really liked the idea of changing shapes to tackle different problems
And how you used each level to teach a new mechanic
I wish there was more tho, like levels where we use them together or in more ways to beat levels
For the theme implementation, i get what you were going for, which definitely is unique. But didnt quite land for me
Still, you do get unique points!
Other than that, i wish i could just circle between the shapes, like spam 'e' to cycle through all the shapes instead of using 'q' for changing to and from 1 shape and using 'e' for the other shape
Overall, pretty solid game!
Id love to try it again if you add more levels :)
Pretty cool game
It was a bit hard to play, like the ghost count got overwhelming pretty quickly
Theres not much else to say
I didnt really encounter any bugs
Everything worked as expected
no lag spikes or anything
Ahh also, the big rocks did blend in a bit with the environment and were a bit hard to navigate around (if you werent paying attention)
Other than that, you did a good job! :D
Im sorry but i cant rate :(
I tried to download using the itch app with the sandbox enabled, but it had no compatible downloads there
And there being no screenshots for the game doesnt help
If you join more jams, try to get a web build up as an alternative. You'll get much more people trying out your game as its much more convinient and reduces risk! :)
Hope to see you around!
i agree with nathan on this one :var:
Simple game, not buggy, very much playable and enjoyable.
Its good to have sfx and ambience music, really helps out any game
Tho, it did get a bit hard to differentiate between an already corrupted fish and a normal fish
Itd be better to have some more variance in their shape
But still, good job! :D
Alr, this is actaully interesting! I dont exactly love the theme implementation but its very unique and feels interesting
For the gameplay, its quite fun managing digging and the next patrol timer ALso, i love how it isnt a linear path to the exit but s kind of like a maze. I really enjoyed digging around, encountering dead ends and finally finding the escape route
Tho, i did find a bug, the wall opposite of the poster doesnt seem to have collisionsi have an img as to where i fell off the world


Also, the collision of the entrance to the tunnel system felt a bit janky as i got stuck a few times while trying to exit and had to get back bit and align myself with the poster to enter
ANyways, thats really just some nitpick.
I love the timer always being in hand, but it does get a bit annoying as the clock keeps clipping htrough the walls
Overall the game is simple but still quite fun! you guys did an amazing job!
Id love to see some more secrets hidden in the dirt that you can stumble upon while trying to find an exit
Great job you guys! keep it up :D
smh kira, we need more.
more kira peak games
The theme, the game, especially the player controller(Its quite easy to mess the movement up, but you handled it really well!), lore were all really great! But (as tkp mentioned) the dialogue could be better.
Not to mention the visuals, they were really great! I actually really liked the artstyle you went with. Tho i do wonder if you made the wobbly shaders too :var: But nonetheless they were implemented well
The theme implementation was also really unique, when the guy first got high, i thought i was playing a tkp simulator
Btw, i had no idea you made such good music :wah:
Me and tkp might pick you up for unpaid labour for music and sfx in the crossy road game :comfy:
Hope to see more great stuff from you! :peepolove:
I have to say, i agree with nathan about the controls lmao.
very interesting :var:
But, ig it kinda makes sense with the story of you being the visor of a super soldier. Like, you dont move AS the soldier, you tell the soldier where to move.
Though id still like to be able to use the mouse to look around instead of the arrow keys :wah:
Well, I hope you feel better now :comfy:
You did a good job especially while bring sick!
ngl, for 30ish hours, you did a real good job!
For the gameplay, ofc id love to see more trap rooms. But other than that, I was a bit confused with the ai of the guy. Like sometimes he'd explore every room in its path but other times he b-lined it skipping some side rooms
Id like if it were more consistent with deciding between going through all the rooms or just b-lining it to the treasure
Most of the time, it did go through almost every room, which did make it a bit too easy
I found the strategy of having longer hallways with ballistas at the end to be the most effective
Also, when the cards appear, they hog up all the screen and it becomes hard for me to see my layout and plan as to what i can take to get the most out of the card.
So maybe the cards could be smaller and locked to the bottom of the screen?
I also think that being able to rotate the pieces also kinda takes away another challenge to plan better layouts instead of just randomly placing pieces. Though that could also cause the problem of a piece not being placeable on the layout essentially softlocking the player. Idk if its a good idea or not, but laid it out anyways :var:
The game does get a bit boring pretty soon as there are only 2 options for now, but thats definitely not a permanent problem. Though im glad for the speed buttons!
The art is pretty simple but still fits and looks really great!
Also, i did find the theme implementation to be a bit confusing, as you mentioned, the treasure is ours and the adventurer is the one trying to steal it. So isnt HE the villain? We are just trying to keep safe what is ours :var:
Overall, I love the idea, and also would love to see more traps added.
This could get very fun if you work on it further, but i wonder if you will :var:
Ok, so first of all.. I LOVED the game, the idea was simple but the implementation, game design and boss designs were crazy :var:
Now most of the stuff Ill complain about be just nitpicks as the game is already very well made!
- The fall speed, you already mentioned the problem, so wont drag along that one :var:
- While talking about the movement, this wasnt THAT big a problem at all, but nonetheless i want to mention it. The walking felt just a bit too quick, like i had many cases where i just walked into spikes or slipped off of platforms
- Also when changing screens, i think the player movement should stop, cuz lets say i dash into the next screen and it has a pit close to the start :var: Ig you know where this is going, but it was frustrating when you cross a screen just to miss the checkpoint and slip over the edge
- Varying difficulty of screens, most screens were pretty easy to finish, I loved that before every ability you unlocked, there'd be a screen you might need to back track if you didnt already get the ability (Also another thing that whenever i needed to backtrack, it wasn't hard to figure that out, Id say those screens were very well designed to tell the player that they were missing something without outright stating it). But especially in the final area, some screens towards the end did feel a bit too hard. Ngl, the hard ones are a mixed bag for me, I usually hate dying like 500 times, but just finishing the thing after that makes it even more rewarding. So ig the game provided variety :var: there were some very easy screens and then their were some VERY hard screens
- For the boss's moveset and how they select their moves, instead of just randomly picking a move, id like it more if they had a weight system for the moves in the set, cuz as you already know, the random picking system CAN cause the same move to be picked quite frequently. Tbh i didnt notice this as much in the final boss as she had a larger moveset with varying styles. But it was much more noticeable in the 1st boss fight.
Speaking of boss fights, the first 1 was fun, but getting 1 move where it just spat some slime balls in a row just cheesed it FOR me :wah:. Other than that, the hitbox and the hurtbox of the boss was also kinda weird.
Like the back part of it while ramming wasnt part of the hitbox but when it rotated to face the player after the ram, iirc, the collision came a bit forward (as the rotation wasnt an animation and the collision also just popped a bit ahead). So, if you were close to the boss when it was NOT facing you, you were fine, but as soon as it, the front body HAD the collision and you were suddenly inside it. It just became a bit hard to guess how close you could get to the boss
The second one was interesting, i liked the ranged attacks as in the boss was like a mage, but it felt too easy without any cheese required
The third one.. Omfg i LOVED that fight, the variety of moves(ALL of which were really good!), the length.. it was perfect, down to the last minute detail. Well maybe im exaggerating a JUST a little bit
2 things which kinda made it annoying were
- It kept moving ahead very slowly, that combined with the small attack range of the player which required us to be close to the boss was bad combination. Like I needed to be really close to attack but the boss moving forward required me to also distance myself pretty quickly
- The attack indicators, right before attacking. When doing the slime/fireball attack, the particles and it flying back made it obvious to what was about to come, but for the mele attacks, the boss just did like a shrug animation which was either the same or just similar to other animations and then attacked pretty quickly. This gave less time to react, I could say that this was intentional but the 2 ranged attacks not following that pattern makes it look unintentional :var:
But that doesnt mean at all that i didnt enjoy that final fight, it was literally peak. The way it started made me feel like how am i even gonna beat that thing, but as i kept on trying, i kept getting better at predicting what it was gonna do
But i DID kinda start to cheese it as in, Id just stay away from the boss and easily dodge the range attacks. And when it did the ram attack, it took way longer to recover than other attacks (which I really liked at start as that attack was kinda quicker and thus made the boss vulnerable for longer) but with the double jump, its VERY easy to dodge and so, i just waited for the boss to do the ram attack, got loads of hits in and repeat. Tbf i dont think this is a full on cheese but a pretty viable strat to make the boss easier
Alr, so for the other stuff, the artstyle was simple but well made, the color pallette was good and the music fit in very well, but i think the amount of juice you managed to stuff in really made a difference, the sfx, the wobble, the particles, not to mention the variety of enemies, bosses and 3 whole areas.. All of it really elevated the experience!
I seriously cant believe the amount of polish you managed to pack in this game. This does NOT feel like it was made in 9 days, so seriously hats off to that dedication, you took a simple idea and made it really enjoyable with clever level design and cool bosses :comfy:
Most of the stuff i criticized was just what CAN be added/worked on, as you know, you cant really expect anyone to make a perfect with years of work, let alone 9 days :var: But you did MORE than a solid job!
Keep up the great work! :comfy:
Eyy This was quite a fun take on a platformer
I got used to the hold w for higher jump but I dont get why not just hold space for it :P
Still, the game was really cool! I loved the idea of using the chef's attacks to open paths to find the exit!
And not just the idea, the game itself and the mechanic was well implemented and was quite fun!
Also, im not sure but in some levels there were invisible walls and i have no idea how I needed to get through them
Other than that, the art, sfx and music were all GREAT! The cheeky fun atmoshphere was really cool!
Real great work you guys! keep it up :D
Alright.. just WOW
I think Ive been playing this for the past 30 ish minutes lmfaoo
Its literally gambling embodied!
Like its not even simple?? Like all the modifiers and and buffs/nerfs. Soo much going on and I just turn off my brain and gamble away. This is truly just a great game, not even just for the jam but in general
The pop sound as it goes around the circle
The decay sound
The bg music loop
Its all perfect.
I LOVE how its soo balanced, like I tried to spam certain modifiers but its not that simple. Its a BIT confusing as to how some of the modifiers work or the decay mechanic. But its understandable enough to just start gambling away
Im not gonna lie, most of the time I didnt even know what I was doing, just trying out different layouts to see what might work and what doesnt is just that cool of a mechanic
You truly did a great job!
This is a pretty solid game!
Like as many people already mentioned, I LOVE the art! All ending panels, the character art. Its really great
Also, the transcirpt feature is REALLY cool and a really welcome feature
Tho for the story/dialogues, it was a bit hard to figure out the culprit based on just the dialogues as they dont really feel very helpful
Everyone was just defensive and not much.
Tho I still loved all the endings xD
Also the secret endings! Like the one where your brother send you to get biscuits for HIM.
Overall a really cool game! I love these dialogue based story games so i am a BIT biased. but still, this was really well made!
Good job you guys!
I hope you didnt miss the mechanic of buying and placing obstacles yourself with the money you bet on the race T-T
The thing is, you usually buy and place your own obstacles, but if you dont do that for 15 secs. A random obstacle will spawn on its own
This adds another risk factor as if you dont take the risk yourself, the game will do it FOR you
I def agree with the camera problem you mentioned tho, that was a miss from me. Ill def add it as a post jam update :)
Thanks for trying it out! Im Glad you liked it
OOOHH, THAT IS A CLEVER BUG FIND
You see, when you select the lane where yo start, the ui just goes offscreen and isnt deleted xD
It seems I also forgot to disable that button
And in godot if you click a button it goes in this focus state where you can just press the ui_accept action (which had space bar) to press it again.
So you can repeatedly press it even after its off-screen xD
Thanks for that report lmaoo, I cant belive i missed that bug

















