HYPE!!!!
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:
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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.
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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.
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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!
The idea seems interesting, but the execution need a lot of polish.
First the game start with this:

, it’s dark and empty, I though that some bug occurred and restarted the game for several times before seeing some zombies wandering.
Second there are no hints of what items you have to drop, what are they doing and when you can and cannot drop them.
Third when you failed the shift, it seems like there is no chance to restart the game, so again I had to restart the page.
Fourth - the UI is tiny, it’s also not properly stylized, but this is the minor issue, while unreadable UI is a major one.
I see a lot of constructive feedback here, hope it will help you to recognize weak points of the game and improve.
Cheers and good luck!
Great game, no less, had a lot of fun with it! Actually it could be a great party game to my mind.
Minor bitter points are:
- Character is clipping through the wall at times.
- The play field could be a little bigger to my taste, sometimes there are some much items on in a scene so it’s hard to recognize what is going on.
The idea is interesting and the gameplay is fun.
Some bitter points:
- Sometimes, actually often, player is being respawned outside of the supermarket and the movement speed there is very slow so I had to restart the game every time. Seems like a bug, and it has to be fixed as this is a major drop point.
- Some tutorial is highly appreciated, even a text block on game start would help.
- The game lacks a clear goal, or I missed it. Consider adding the timer or something else clearly defining where the game ends.

Hi there!
I submitted the game deep at night before the submission period was over so exhausted that I had no chance to properly design a game thumbnail and game page. That eventually leaded to a tiny CTR and not much of a plays.
Recently I finally restored from the jam rage mode and update both the icon and the game page, so everything does not look as ugly as it was.
If you are looking for something to play and rate on this late stage - give it try, those who tried it are saying it’s addictive, at least after you figure out how to play it.
This is a not a rate for rate post so I cannot guarantee that I will 100% rate your game back, but I will try if I have time to play it.
And here is the link: https://itch.io/jam/brackeys-15/rate/4302049



The premise and the visuals are great, it’s like watching a surreal cartoon.
Few bitter points:
- If the character is next to the edge of the map it’s very hard to control it as well you cannot move the map.
- It seems like there is not much of impact FX, so it’s for the first few fights I did not even mentioned I’m taking damage.
- There is no option to select the character so it’s hard to play strategically.
- It’s not clear which cells you can attack and which not. When you select an attack there is a radius of cells highlighted, but for some reason you cannot attack diagonal cells.
Overall, cool game, with some more polish it surely can be an itch hit!
Thank you! You saved me! For some reason the only key I did not try is an UP key, and it was not clear for me from the UI hints that I have to press it to enter the door.
Now when I played it, that a very, very clever game actually! Beautifully design and well executed! Starting a level over and over after one mistake is not my thing, but even with that I finished half levels because of how interesting they are.
Great game!
Played this one, rated and left some feedback. It was interesting!
Check out my try: https://ilya-shevelev.itch.io/arcane-keeper
Wow, that was really interesting, especially the moment I stumbled upon a level that seemed to have no solution, then checked the game page and discovered you can switch to 3D. I’ve never seen anything like that before, so the concept feels fresh and genuinely fun to experiment with.
Some rough points:
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The lack of an in-game tutorial made me go check the instructions on the game page. I did that because I’m rating the game, but most players will probably just quit once they get stuck without any guidance. Even a minimal in-game hint system would help a lot.
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The visuals are very simple. They work fine for a while, but it’s hard to stay engaged for long with plain forms and flat colors that don’t really spark the imagination. That said, this feels like something that could be significantly improved in a post-jam version if you decide to continue development.
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The 3D camera feels a bit awkward. Mouse sensitivity is too high, and there’s noticeable clipping in several places. However, these seem like technical issues that are definitely fixable.
Overall - I really enjoyed the uniqueness of the game.





