I played ton of tower defense games, but this one puts everything upside down. Is it a usual experience - no. Is it a new and fun experience - hell yea!
Ilya Shevelev
Creator of
Recent community posts
Thank you for playing and for the detailed feedback! Yep, there are a lot of things to polish, working on it!
As for the Wind Waker as a reference, not that I thought about it when working on a game, but when you said it, it’s obvious some part of my brain remembered, liked and it turns out tried to replicate the mechanic:)
Honestly, it’s difficult to provide detailed feedback because the UI is quite small, which made it challenging to understand what’s happening and what the objectives are. That said, the music is fun and the visuals are simple but appealing. Beyond that, it’s hard to assess more without clearer UI or instructions.

Wow, that was an interesting experience and actually a had a lot of fun!
As for the bitter points:
- starship controls are a bit clunky, probably it’s a camera or something else but it’s very hard to predict the trajectory and understand if next moment you will pick a gasoline or hit the asteroid;
- fighting mechanic is fun but to be productive you have to swing the sword like crazy and at this moment you barely see anything, not sure if anything could be done here;
- default music volume and sensitivity are to high to my taste, especially sensitivity, but good thing they are configurable.
Overall - cool entry!
Honestly, it’s hard for me to give very specific gameplay feedback, I might just be bad at platformers, but I wasn’t able to get past the first staircase section.
Visually, the game looks nice, and the wind mechanic is an interesting idea. However, it lacks clear feedback. It’s difficult to tell when the wind is affecting the player and when it isn’t, so some stronger visual or audio cues would help make the mechanic easier to understand.
Nice entry. The damage indicators feel good and the overall tension works well.
A few notes:
-
Most players won’t remember what each cube color means (collision, no collision, etc.) from the intro screen. Relying on color alone isn’t enough. Consider using distinct textures or clearer visual cues to communicate tile properties at a glance.
-
There’s visual feedback when shooting, but no sound effects. Audio would significantly enhance the impact and atmosphere. Even simple SFX can make a big difference in how satisfying and immersive the game feels.
-
Any in-game or UI text should be fully legible. Right now, only the damage indicators are easy to read. Other, more important elements are semi-transparent and use a font that reduces clarity. Improving contrast and typography would help a lot.
Overall, it’s a solid jam submission with a strong vibe and good tension that keeps players engaged. With more attention to UX and polish, especially feedback and clarity, it could become much more compelling.
Nice game for a jam! Leaderboard integration is very good addition as well.
The only bitter point that comes to my mind is the instant death. Probably giving the player few hearts and taking them out once you collide with the enemy or fall, instead of instant death on any mistake would improve the game.
Beautiful game with a soul, fun to play, fun to watch, fun to listen to. Love it!
As for the bitter points:
- Took me sometime to figure out how to get out of the starting room.
- Not much of a gameplay right now besides wandering and talking, but as stated on the game’s page it’s unfinished, so I’m looking forward to the finished game!
You honestly made my day better guys, thank you for brining this one to the world!





