This is a really cool and well-polished game! I found it a little too difficult, I had to remember a lot between runs, but I can see some players loving that challenge. I wouldve loved to have seen some "empty" tiles so that i could make some extra progression without a constant worry. But nontheless a great game, well done!
Josh Hardy
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Large project to make alone, absolutely fantastic! The storytelling and worldbuilding were amazing. I enjoyed the 3 lanes turn-based battle system. The only thing I disliked about the combat was that I was constantly just moving in and out of lanes and just waiting too long to strike. It seems that its the dominant strategy to win, but its not the most exciting. I ended up having to trade hits just to finish fights faster. I didn't complete the game so maybe my opinions would change if i played more and unlocked other mechanics. Keep up the good work though youre amazing
Cool concept! I struggled initially with there being no real "win". But the gameplay was really unique and i enjoyed the risk/reward of disarming traps and saving civilians or trying to hightail it to the bomb.
It annoyed me a little that no matter how much i knocked that people refused to leave, but it did force scenarios where i would disarm traps but nobody would even leave their house. Shouldve just run past them!
Great work!
Cool concept! I struggled initially with there being no real "win". But the gameplay was really unique and i enjoyed the risk/reward of disarming traps and saving civilians or trying to hightail it to the bomb.
It annoyed me a little that no matter how much i knocked that people refused to leave, but it did force scenarios where i would disarm traps but nobody would even leave their house. Shouldve just run past them!
Great work!
This was very interesting, it reminds me of the prisoners dilemma! Felt wrong to me to be so selfish but it was the only way to get the win. I wonder if there is a way that working together grants you cookies but working selfishly gives you more?
Or perhaps just some more unique bot behaviours could make it more interesting. Great stuff though, keep it up!
Fun idea! Personally felt the boat moved a little slowly sometimes an the RnG of being able to reach the cookie in time felt a little unfair. That said, the warning indicator really helped, and it just meant I had to wait quite a bit of time before collecting many cookies. I would love to see you up the ante somehow with some more obstacles or maybe waves throwing you off balance etc. I also didnt understnad the behaviour of the giant cookie, it felt like it had an engine and would just start moving.
Loved the art style though, nice and polished experience good stuff!
Cool concept, love using health as a resource, but the gameplay didnt cater well to the upgrades given. "More damage" seems pointless as everything is a one hit kill anyway. Plus, i ended up getting toa point where my chips would be thrown way too far. If there was certain mob types where theyd spawn in a line, it wouldmake it worth it as i could trade the multiple kills for the one bullet, but i was mostly only able to get 1 or 2 kills per shot, so i was always running quite a distance to pick my chips back up. Some really nice bits of polish in here though and the idea is cool. Id like to see this taken further with some refinement, itd be super cool!
This is a really cool idea! Its a super polished and well rounded experience, its insane that this was done in a week! I loved the dog politician and the whole world you made
Also love the audio changing when youre digging on a tile and getting close to a relic. At least i think this is happening LOL. Fantastic game
Fun short game! It did feel good to just mow down enemies without worrying about ammo. Some good polish in certain areas like the caera shake and the visiblity going in and out of rooms.
But yeah holding down the shoot button is a dominant strategy, at the cost of your hearing. Some feedback when a boss takes damage would be cool too like them flashing or something. Good stuff!
Really cool idea and visuals. It does feel like a puzzle platformer as you need to figure out timings and directions in quite a specific solution. I did struggle with the controls a bit, but i thought the gameplay was really cool. Throwing the shield is cool and it weighing you down makes it feel heavy and slow so thats cool. I was also half expecting to be able to throw it into a wall and then use it as a platform, that wouldve been cool too.
Regardless, love the vibe and the core gameplay, i found it a little challenging but its not one of my usual games so take that with a grain of salt! Great stuff
Art style is really cool, I also think the gameplay is quite solid, the only thing for me is that it felt almost impossible to pay off the debt. I understand I had to risk higher blackjack scores but you're at the complete mercy of RnG and theres nothing you can do about it. Too often i was either never getting enough to pay off the debt (need $80k worth every round) or id try my luck to push further and go bust, then my total is halved. But it was a really fun and polished experience! Maybe a little balancing could be done or it could just be a hard game :)
The theme is really cool and the art looked great. I also liked the risk/reward of the wildcards. I think the fact everything was on fire and it felt a bit panicked, made me feel like i needed to rush and i thought my health was based on a timer, not on taking steps. Maybe it was in the instructions and i missed it though! Also, fantastic level of polish it looks and feels great!
One of the most polished game jam submissions ive seen. The story, the aesthetic and gameplay all work really well together. Very satisfying to smash those pucks. I think the movement could've felt a little more like being on ice (less friction), but that could potentially make the gameplay less fun and more difficult. Great stuff!
Hey there! Thanks for playing the game nonetheless! We will work on an in game pop up or tutorial for the navigation and controls. The path finding will probably be an ongoing issue as unity only allows a navmesh in 3D mode unless you make the game on a certain axis and changing our axis would take more time than would be worth doing for this particular game but we now know for the future! If we find another way for better path finding we will be sure to include!













