I don't think I understand this game... Is there more than throwing cheese? Am I the villain?
Doug T
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This was a nice distraction. I think it was a good choice to do this low key jam instead of Brackey's for me.
Something about working on my big main project makes me need to do some simple distilled games sometimes.
Here is my idea of minimalism in a game; One shader, four colors, One character controller, 10 short maps, and a simple goal: Get to the white cube.

Sorry for the windows only build. If it is a problem, I can make a web build, but my shader doesn't work in the web version, and the game is much worse for it.
I think your sound design and music works very good! A great take on the vampire survivors like.
I'm really nitpicking here, because overall it was very solid:
I was just a little confused at first about how to remove weapons. Turns out it made sense, but I thought it was only Q. Maybe have an eject suggestion show up when out of ammunition?
I like managing your heat, but I think I would rather it be connected to something else, because just blasting through a weapon is nice and easy to do because by the time you're done, there are usually 3 more weapons to pick from.
I like the multitasking of juggling two mechanics at once a lot. I think I need more feedback on both the left and the right half of the screen. The left half for when I get hit or how I get damaged, and how my weapons work. The right for which checkpoint is worth what? Why would I go to one over the other when they all look like they have the same benefit? Maybe some are more dangerous/rewarding?
Really good animations, I love the sound, and the portraits / dialogue. (I didn't read too much of them cause I was busy) but there weren't too too many, which was nice. I love the combos, I wish they were a little more forgiving for the timing. I think my laptop keyboard ghosts a bit, and due to my dis-coordination I wasn't able to do the mid-jump-attack-dash thing, but I know other people would really like that.
I experienced the crash, but other than that you got pretty much top marks from me. I could see this being a series of short episodic games.
Edit:
Ok, on a second play through, I left the train, and found points of interest to destroy!
(I guess my eyes were too busy to notice the mini-map the first time around?)
The only problem now is that I never got in my mech, the danger level never went up, and I was able to pea-shoot the boss and win and just walk back not having found any additional guys. Maybe make the danger level go up with your distance from the train too?
I really enjoyed the bullet heaven/hell feel of this one! I love the control explanation window, I thought that was a nice way to give me time to learn them. The sounds and visuals were all top notch. I especially like the cracking glass.
I only have some nitpicky things: I played for a while and felt like there was something else to do. I never did get the train to move, any weapons to swap, or what not. So mainly confusion on how to progress. If this is coming in waves, maybe show me a timer for when the wave will be done? or highlight the thing I'm supposed to do or collect.
I was able to get tons and tons of new mechs, but I had no idea how many were standing on top of each other.
I love the sounds you selected! The game runs smoothly, and the art is all in the same universe the lighting and effects are well fitting and good too; not over-done.
Controls wise, I was having a rough time clicking quickly (RSI) with the first mech option, i liked the third option best.
It looked like my bullets disappeared after a set distance, which was really disappointing on being able to snipe guys from far away. Also I think the bullets go to the right a tad of the aim reticle. (not sure)
I had fun with this, the multiple enemy types were good. I wish I had something that was a little better than slowly walking left and right to avoid getting hit. Like timing a shield or better cover or something.
Ok, not sure why but the whole time I was moving forward and to the left on my own. I don't have any additional extra controllers plugged in. I wasn't quite sure about how to activate the controls either, and wasn't able to use different items.
I used the download, and am on a windows machine.
This is on my work computer, so I don't have all the privileges to know exactly what is going on with it. I could try it at home later.
It is a very good vibe you got going on. I think the intro text is a little long
Thanks for playing it!
I was really trying to go for 3 very specific player experience moments
- The player being brave, and just trying something even if they don't understand anything. (I probably gave too much time to poke around, and the one-button mode makes this one kind of weird at the start now... )
- The player having a perspective shift from being in the game's program to being in some isolated location interacting with a computer that is interacting with the program (to promote immersion).
- The feeling of dread when you know you advance time by typing, and aren't sure if you have enough characters left before you trigger your own death or edge on by, but continuing to type anyway.
I think your mech is really cute! I love the idea of using a mech as basically mining equipment. I would love to see your full concept fleshed out for this.
good lighting and camera. I liked the character controls and mech controls too.
I had a bug where after going forward for a while on foot, I tried to get back to my mech, and I fell off the floor, as it was no longer there.
Ok, I've never played a rhythm game like that. The controls worked really well, and I like the power rangers theme too. The UI was easy to understand, but the words at the top were kind of difficult to read.
The game was really easy, so I'm assuming this is a first kind of level, and maybe you can do more things later like land a hit for level 2 etc...
It would be infinitely better if the notes played a specific tune with different lengths of notes, and/or held notes.
I think your mech is super cute! You did a lot of modeling in a short time. I especially liked the layout of the level.
of course the movement and camera is sometimes a little awkward cutting off the bottom half of my mech. the jumping/hovering feels a little hurky-jerky. It would be great to see your original scope realized.
I shut off the sound part way through because I thought the rain sound effect was repeating. I did like how it changed when you went underwater though.
Thank you for your asset pack!
It fit perfectly with my Pilot-A-Mech-By-Typing game:
https://juzek.itch.io/mainframe
(You are listed in the in-game credits)
Thank you for your music! It fit perfectly in my Piloting-A-Mech-By-Typing game (you have in-game credits):
https://juzek.itch.io/mainframe
I'm glad you liked it!
So, I went to an antique store, and they had this old adding machine. I love the sounds it made, so I set my phone on it and recorded each key. Those unedited sounds became the typewriter sounds. (for button push and release) I didn't have time to map them each to a specific key, but that was going to be a stretch goal.
Yeah, I didn't really do much in the way of tutorials. I really didn't want to mess up the player moment of just trying stuff and find out what happens. But in general, shields are very important when about to be hit. The Heavy uses a gun, the Recon uses a missile, and the Assault uses a sword, and their ranges are similar to yours.
Have you ever seen a movie called Source Code? It has similar kind of "Main character trapped in a thing" vibe. I was thinking about it a little as I was making this.
This should totally be finished! The best experience I've had in jams all year.
It was well polished. It has the best things from a classic game such as DigDug, and added a unique twist to it. The mechanics were really simple, and allowed for a bunch of really good puzzles. A few more mechanics introduced very slowly and you have all the ingredients for a full game.
I couldn't stop playing, and attempted the last level maybe 10 times before finally beating it. I developed a particular route I liked, but it didn't make anything stale at all.
I don't understand how I get and score points, but that's fine cause it doesn't seem to be a really big part of the game.
You are allowed to update your itch page as long as you don't change your game.
No one is going to try something that looks so sketchy. Re-name it, and put in a description, add some screen shots, change the theme on the game page to either put in a background, or change the colors to match your game.
The visuals look great! lots of juice!
I thought the controls were a little difficult with the space bar to switch between which shape. I wish the mouse wheel made you expand up and down, and the left and right click would make you wider and smaller.
Is the audio bugged? I wasn't able to hear anything. I am using firefox, but I also tried out the windows version.
I am part way through this game, and I gotta say I love the vibes, and its super awesome so far!
I just finished the boss in the pyramid and I know the jam is quickly coming to a close, so I wanted to give you some feedback before that.
I was super worried the first time I died and it said "game over" but it turns out I was just teleported to the start of the dungeon with no real loss in any items gained. So that was a big relief. Maybe it would be better to say something different? or nothing at all? really not sure on that one.
I love the design of showing a boss move in a safer location with the mini-boss before having the player fight the boss.
When you jump across holes, you really need a lot of precision to land on a single block. I like to stand all the way in the floor square, and one pixel down means instant death. it makes it difficult to fight the final boss jumping from one platform to another, and a slight misjudge means falling to your doom.
Another thing that would be a big quality of life improvement is de-spawning the boss's projectiles if I fall in a hole, or making me immune to taking damage for a short time after taking damage. example: I didn't realize I could get the boomerang and make the boss fight super easy at first, so I wound up trying to jump around and corner it with my sword. The following thing happened a lot: I would try to dodge the bone (I think it has a fairly big (too big?) hit-box, so it's scary) and wind up falling into the floor. I would get picked up and set right in front of the bone, and the bone would hit me, and push me right back into the floor. Essentially taking 3 damage in a time span that I could do nothing about after the chain started, and feeling like I got one-shot by the boss.
A small thing is that whenever I fall into a hole while at one health, I would be put back on the floor again before blacking out. It would be nice to skip that step and loose my health first, do the check for health, and blackout to my last entrance instead of watching me get placed back on the floor only to die.
Maybe you're exhausted and tired, maybe these aren't easy things to fix, and all that is just fine These are some quality of life/ higher polish type changes. You already have a nice little gem here, so I am just hoping it gets as polished as possible. Also I may just not be that skilled at gaming, and I prefer an easier journey. I realize I wrote a wall here, but it's not because your game is rough, it's because its already great, and I am excited to see where it goes from here!
I can't wait to play the rest of it later!
































