I will have to fix it in the next update, I have canvas scaling set up on the horizontal when it should be vertical, will be an easy fix just wanna push out a few fixes at once
Jerad1234
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Hey, thanks for the feedback!
The first part is a choice, but I’ll consider adjusting it to make it less time consuming. I know that if you get stuck on top of the island, it can take a while for your tool to slide off.
As for the plinko cups, that’s quite unusual. I’ll have to see if I can replicate it. I never encountered that problem while building it in Unity, so I’m curious if it’s a browser thing.
Thank you for the feedback and the critique!
The screen size and background setting to make it fit really depend on your devices screen size. So for people with big monitors the window is small but for anyone on a laptop it probably doesn’t fit, I’m not sure the best fix for this. I can however fix the full screen mode so that it works on any screen.
I had not considered this issue so thank you for sharing your experience.
I’m glad you enjoyed the game over all!
Thank you for the feedback!
I will definitely be adding a save mechanic. This is top of the list, I even started this game by building a save system to use on mobile and never got around to making it work for browser.
Hopefully the changes I plan to make will help your next play through be just as fun.
Listen I appreciate your concern about environmental impact. But I think there may be some confusion here, I did not train an AI model. The “five cars” statistic only applies to training large models, not generating a handful of images from one that's already been trained.
The actual energy cost of generating the assets I used is relatively small. Comparable to playing an Xbox for a few hours.
This project was also deeply personal. Finishing it was about closure and honoring a shared vision. If there had been other realistic ways for me to complete it, I would have done that instead.
I understand that AI use is controversial for some people, and I respect that perspective. But in this case, it helped me complete something meaningful.
yeah the breakdown is every 5th level the effectiveness increases and every 50th level the special ability increases. I thought about making the pickaxe follow the mouse instead of chasing rare blocks to give the player some control later in the game but opted to test this as is for now.
I also considered making unlockable cards the player could pick from at the start of each run. This would give a more rogue like feel and change each run a little based on the players choice. That would be a whole lot of work though haha.
Thanks for the feedback!
Thank you for some genuine feedback!
I will definitely consider changing the bounce mechanic to only happen when hitting the top of a block. This is a relatively easy fix but I wanted to test it as is and see what people think of the unusual physics because the normal plinko feel became lame very quickly.
The aoe of the hammer does get crazy but it takes a while. The original plan was to make this game for mobile, hence the ad buttons and the tools starting weak and eventually becoming op. I kept that as is in case I ever decide to turn this into a mobile game. You’re right that it feels odd for a browser version of the game though.
I did make the pseudo ad buttons pay out the rewards every time they are clicked. They show up every third run and pay out every time for the idle rewards.
I will fix the background art if I decide to continue to work on the game.
This has all been valuable feedback so thank you again!
I really enjoyed this! I like to dive into game jam games completely blind and try to figure them out on my own. After my second run, I realized how big the gear shop was, which gave me a sudden wave of nostalgia and reminded me of For The King, which if you've never played is an iconic roguelike. Well done!
I appreciate your consideration. I originally didn’t actually make this game for the game jam I just felt the falling theme fit well enough to warrant a submission. This was more a personal project to knock the rust off after a year away from game development and a project that I hoped would provide some closure.
That said I do seek to grow as a developer so feedback is welcome.
Super fun game! I really enjoyed the creative use of the theme, it was clever and well executed. There's a lot of potential here! The movement felt a bit glidey at times, and I ended up killing myself a couple of times with my own exploding bullets 😅, but overall it was a really fun experience. Great work!
Ah yeah sorry about the cookie in the mine, it's a little buggy and I ran out of time before I could really fix it. For some reason the sensitivity seems to be different from pc to pc, I'm going to have to do some more research into it but on my laptop it's too low and on my pc it's too high (even using the same mouse) and everyone else seems to have a different experience with it too. I could implement a hp bar pretty easily so if I ever update the game I'll do that. Thanks for the feedback and I'm glad you enjoyed it!
I was trying to fit the criteria of two jams so the themes I was trying to follow was pixel art, time travel and cookie. Definitely wasn't easy tying cookie in there and I could probably have worked it into the story a bit better but I ran out of time on the other jam cause it ends today. Maybe I'll circle back and add some audio clips to feed into a multi verse story line or something but for now I'm just happy I got it done haha



