I gave it a shot then with the full screen option and at least for me it seems to have completely solved my issues with the screen fitting.
Kanosis
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Oh this is a nice little vampire survivor like, I got abit into this to see how far I could go.
Although I may have broken your game, I got to about the 10 minute mark and picked the agility level up and all of a sudden all my guns were firing at ultra rapid non stop speed. I was pretty much untouchable at that point. I made it to about 20 minutes until I decided nothing was going to stop me no matter how long I stuck around.
Nice work on the entry, especially if this is your first.
Nice work. I like how this is almost more a turtle game than a mutation game, really did a good job with the wild card. The mutating feature of the turtle is super neat and I like how it can effect the difficulty of your game.
I think most people already pointed out the lag issue so nothing new there, I had a problem where my aim would constantly moving downward which was just added difficulty, but I'm unsure if that's a problem on my end because it's happened before playing a 3D game in one of these Jams.
I don't know how, but for some reason you've succeeded in making the turtles terrifying, jumped scared turning around and seeing one right in my face.
I cleared several waves/bosses but I wasn't sure when it was going to end. Another neat thing I noticed is the bosses charge attack tries to lead it's shot when you are moving, I thought that was a great touch.
Oh this one is my favourite so far. I spent more time on it than I thought I would.
Funny that our games ended up being similar but completely different executions.
I'm impressed by the scope of the whole thing, although I tried to get as many endings as possible I only managed 2 and got stuck trying to find more. Only thing I hadn't done was use the "Back to base" option that the architect had and I was terrified that it would put me to base form and I'd lose the crazy op deck I had spent so much time building.
The music goes hard and it flows so well in battle from the fight to the victory screen, the way turns work and how decks are built took some time for me to get my head around but it's a really interesting system that allows you to build a lot of cool cards, so I'm really impressed by the depth of the whole thing on top of an actual story and adventure map.
Great work.
Very beautiful game, I love all the art and designs for the monsters.
The song is also a bop which helps.
I think I had a similar problem to other people that the screen was too big, zooming out helped a little but it cuts of parts of the screen. You can test out turning on the full screen button in the settings of your game on Itch, changing that doesn't invalidate any of the rules of the Jam as it's not changing the actual files.
I got to a point where it was warning me about the mutation level and I needed to hold right click on a card for 2 seconds to discard the mutation but I couldn't quite make it work, I'm not sure if I was doing something wrong there.
Despite those small issues I had a lot of fun and was able to complete it on the second run. Although I think I cheated because on the second run through I already had some of the mutated cards from my previous run.
Very nice work.
This was such a weird and cool concept.
The game really shines when you're just blasting across the stage and teleporting to take over new shapes but because less fun when you eventually hit the wall of having to camp the reload station back and forth to get new shapes.
I think the upgrades can help with that as your shapes become more powerful it makes it easier to destroy some of the tougher enemies and spawn new shapes too keep your chain going, The issue is that collecting shapes itself goes against the funnest aspect of the game because you're forced to give them up and go back to the reloading.
I went to the second level and just grinded a bunch of shapes for awhile just so I could enjoy the other levels more without having to worry about shape collection.
I like the art direction and the sound design, i think it hits really well with the arcade nature of the game.
All in all, it's a fun experience that could do really well with a few tweaks.
Nice work, I like the aesthetic quite a lot, choice of colour and music worked really well.
I wasn't too clear on what was happening but I was able to defeat the plant monster after a bit of wandering around.
I like that the boss felt kinda like a bullet hell enemy where your attacks and aim aren't as important as dodging.
I think having arrow keys for movement and 1 for attacking was a little strange and could use some additional choices like WASD/Spacebar.
Thanks a lot for playing and your always comprehensive analysis.
As always with my poor time management I was working on this til the last hour of the jam so I never get enough testing done and i just rush to get something playable out, thanks for pointing out a bunch of the bugs and playing through a few times.
As you guessed the mutation is random and just gives you a mutation of the animal regardless of what part you click on(You click on any bear part including the arm the human has and it will take from a pool of bear parts and give you one randomly. It gives you nothing if you happen to already have the part.) The pool of mutations is pretty low for each of the animals so you'll normally get the same thing, except for the human who has a full set.
If I had more time I would have expanded on the mutation system a lot more and a bunch more enemy types and mixing other enemies together for variation.
Shame to see you didn't have an entry this jam, always looking forward to what you put out.
Great stuff.
The Slay the Sprite type map reminds me of my previous jam entry, although the generation of the map was a bit off as there was a room that was inaccessible at the end of the map that's only connected to the final tower. (Forgot to take a screenshot, sorry)
Despite that, a lot of fun. a great idea using a flick game to representing bumping into and pick pocketing people.
Shop item choices were all fun and interesting but with flick resource obviously being the most important I bought the objects that give you extra flick chances on mug and steal in the first shop and the game did become fairly easy at that point, I ended with 1200+ or so at the end with the whole shop bought out.
This is one of my highlights of the jam so far, nice work.
A fun and interesting take on the theme. I do like a good "Game inside a game" meta thing.
It wasn't till my second try that I realized there is no point in watching who goes to the counter to pay for their stuff, the game got easier when you just focus on any shrinking icons, otherwise I think I would have been overwhelmed.
Things got slightly choppy on the last level when there were a lot of shoppers, not sure if that's me or it just being web build shenanigans.
Nice work.
Fun game, I beat it in 4:41. Would have been faster but of course I RNG'd the vents hitting the right direction on the last option.
I love that all the art drawing are just simplified versions of real art pieces, gave me a good laugh.
Short but sweet, maybe some more ways to hide the number combinations would have helped mix things up.
Nice work.

This ended up being way more fun than I thought it would be, every floor felt like a new more challenging timing puzzle. It took me about 4 tries and I finally got through the whole thing.
I'm not sure if the game might have a memory leak but the longer I was playing the game would start to lag a bit, especially if I was hiding behind a door for too long.
Nice work.
Cute game, a lot more levels in it than I thought there would be.
A nice ramping of difficulty, I would often go through a level and think about what you could have done to add some challenge and then the next level would have some variation of something I thought of.
Only nitpick I had was that the small windows kinda blend with the other objects so I thought they were also platforms.
Nice work
Beautiful art, game looks very professional.
Interestingly I played two games in a row in this jam that were exactly this sort of heist management sort of game, what are the odds.
I do like how your game is this very fast paced time puzzle, although I think towards the end I was just rapid clicking everything because money wasn't ever really an issue, it's mostly about managing notoriety. Sometimes it felt like it took a really long time before a mission to heal notoriety would come up so I kinda had to just sit and wait for some stretches of time.
Nice work.
This was an interesting little narrative game.
I was able to make it all the way through without using any of the options but it was great that they were provided.
Only hiccup I had was with some terminology with the "pairs" puzzle. But from the other comments I can assume you're not a native speaker and I was able to discern what you meant after 1 failed attempt. I think the wording you were looking for was even numbered tiles.
I liked the imagery for the map, but didn't turn it on until I had already finished the game because I wasn't paying much attention, I think maybe it would be nice as a default and then turning to simple tiles would be an accessibility option.
Nice work on the entry.
Gorgeous art, honestly this was just a great game to look at. Background were amazing and the character had a lot of charm.
It's a fairly straight forward Oregon Trail like with decision making, but it suits the theme just fine. It took me two tries to get to the end.
I'm not sure how the events outcomes are set up, if they are predetermined or there are multi outcomes for any one single choice but at one stage I got robbed and decided to give up a "gem" this proceeded to give away all 10 of my gold and immediately kill me. I think most of the events were fairly well written and made sense but this one was a little harsh.
Nice work.
Thanks for playing and the kind words.
A few things definitely took a hit just due to time constraints, like you mention a lot UI elements and the title screen were rushed without being complete, I pretty much submitted this half an hour before the deadline. Also never having time to implement a tutorial, to the point I had to make one outside of the Jam time by putting the details on the game page.
If you want some technical details, each full rotation of the wheel is 1 point of damage. Getting Colour advantage gives you 2x damage and halves the damage you take, same works in reverse and matching colours are no change.
The icons on the spinners are Links, I'm not sure if you made it to a shop but you can also buy some for your own spinner. They are abilities that enhance your attack if the spinner lands on that colour slot and triggers the link. (Each slot starts at a 5% chance to activate but you can spend gold you get from enemies at the shop to increase those odds. The slot will flash white in a fight to indicate it has been activated)
The sword in particular is a very basic attack up which boosts your damage a further by 1.5x. But there are more in the game that are a bit more interesting.
I would have loved to have done a detailed explanation in game but it is what it is.
Thanks for playing, you can spin and manipulate the spinner as much as you want during the first couple of seconds where it's unlocked. More spins means you get more power but you can still grab the spinner mid spin and pick a colour it locks into.
A good stratergy is to spin it once it unlocks and look at the enemy spinner to see where it might be slowing down then grabbing your own spinner and trying to place it on the right colour. Timing can be a bit tight, but I found when I made it too lenient the gameplay became very trivial.
I'm not sure how much more I'd expand on this idea, i'll likely do a post jam update just to clean some things up though.
Thanks for playing and the kind words, I was working on this right up until the end of the Jam so I ran out of time to implement a proper tutorial sadly. I ended up writing up a how to play on the games page after the Jam ended just so people wouldn't be confused.
I've gotten feedback on the enemy HP and unfortunately I didn't make any HP bars for them, oversight because I thought thematically it would be cool if there was some ambiguity if you killed them or not, kinda like two samurai clashing swords. But game-play wise I see it doesn't really feel good for the player.
Nice work, it kinda turned out into a very chill sailing game. It reminded me a bit of Pirates!
The generation of islands is quite nice and I like all the flavour with events. It does become easy once you know how to exploit it.
I had an event that gave me the choice of stealing cursed gold for some natives, the hover over text said "set take cursed gold flag to true" which does get across what it does but it feels too technical for flavour text. Not sure if it was a place holder or not.
Speaking of that event I could spam hunt on an island and basically get endless treasure so i just gave the locals their measly 8 gold back when I had near 100.
Regardless, I had a bunch of fun with this and I like the nautical song in the background, very fitting.
I feel like some sort of crazy person for actually completing this game but here we are.
I got a little addicted and just kept bashing my head against the starting enemies, as I imagine most people have already commented it does take a little too long to get started.
I still had a ton of fun because it scratches a certain itch for me, so great work overall.
As for some feedback, I was having trouble finding a reason to use glucose on anything buy regen, alot of the evolve upgrades didn't feel worth it when by end game I could use glucose to recover 8 membrane. EL also was a bit redundant because once I had enough fuel to make it through a single system there wasn't much point to investing any more since you'll always start at the beginning of the next one.
Great stuff, I wish there was music as that would complete the package.
Perfect game to give me anxiety, doing multiple things at once and I was starting to panic.
This was a very charming game, the art and presentation were so nice. I love the train scene as it drives by the coast, just great vibes.
That song had be bopping the whole game.
Despite my terror, I had a lot of fun and was able to 3 start all the maps.
I don't have much feedback to provide other than maybe more mini games and have the scenery match the area the train is on the map. But this being a jam with time constrains that stuff is easily overlooked.
Nice work.
This was a fun Oregon trail like. My first play through was a disaster that only lasted 6 days but once I understood the rules my second run went a bit smoother.
I may have also been blessed by a lot of good events, but I was able to get to the end with 2 people still alive on my 2nd try.
The art was really charming and I'm impressed you were able to draw as many scenes as you did.
Ending was really great, it was slightly undercut by a bug where the regular travel music was playing at the same time as the sad operatic music but I enjoyed it none the less.
Also I think it would be nice if the events mentioned by name which survivor is being effected as that helps a lot with humanizing the team and your choices.
Nice work.
Sad you weren't able to implement more of the journey aspect of the game but I like what you have so far.
The art and the sound effects are all top notch, just love to hear fred barf everytime you beat his ass.
I'm really bad at memory games so I struggled a lot with this after many attempts I did shamefully resort to cheating by taking screenshots so I could win, please don't judge me. I just wanted to see if there was any sort of victory screen.
I think there should be some sort of continuation when you lose a heart instead of a full restart. Otherwise it's no different from just restarting the game. I imagine since you wanted to have more opponents losing a heart meant you start again from the start of your current opponent instead of the start of the game.
Other than that, a fun and well presented game. Nice work.
Neat little entry, It definitely has that lethal company sort of vibe. I didn't realize I could sprint until my 3rd run but I don't know why I didn't try shift sooner, I was able to win a few levels before finally I lost another.
I like the little twist at the end,gels very well with the grim vibe of the whole game.
The sound of the ship about to take off as the timer counts down was pretty anxiety inducing so it fit well with the theme of the game.
Some audio options would be nice especially since some SFX seemed to be way louder than everything else.
Nice work.
Really impressive stuff. All the of the mini games felt fleshed out and fun.
I especially enjoyed the software one because you could get extra xp by doing really well.
The game is missing somethings like a menu and some stuff looked like placeholders like the godot icon in the software minigame and the space obstacles being cubes, but I don't find that stuff as important in a game when you get get a real solid experience out in the 9 days.
Well done.
Very cool game, I'm glad you didn't make it too hard cause I'm terrible at spelling games like this but I was able to clear it.
All the art was so nice, especially the world map.
Some features you could add would be something to shuffle the letters around on the board, as sometimes that helps me see words I didn't see before. I know a lot of scrabble games have that feature. And maybe a power that allows you to get a fresh set of letters.
Very fun, nice work.
Oh I loved this one. Big fan of card games.
I like this idea of submitting cards for various events to resolve them, reminds me of some board games I've played.
The system feels very well thought out, and it did take a little time to wrap my head around it, I think that's pretty normal for a game like this with how complex it is, I tend to think of it as a positive.
I was able to beat it on my first try with a single EP left, very nail biting. I think I ran into an issue where I would play food cards that said they would +3EP but as I resolved the card effects I never actually got any of that EP which almost led to me losing the run.
Great work on the entry
Thanks for playing and the kind words.
You can actually grab your spinner and place it on a colour mid spin before it locks to try and have it oppose the colour of your opponent. It can be a fairly small window depending on how much much spin you want to get but it does give a bit more agency in battle.
Gave me some nice nostalgia for my childhood. Really hit the nail on the head, all you needed to add was to make it night time so you could only see the screen of your gameinfant as the street lights passed by.
Really original idea and a great take on the theme, the minigames aren't anything too amazing on their own but the game shines as a sum of it's parts.
Great work.
Edit: Also not sure if this has been pointed out already but the title your game has on Itch is "How to SurviCe a roadtrip" instead of Survive
A roguelike snow plow game was definitely not what I was expecting but it was interesting.
I like that when you die you get a new operator and you have trudge back to your plow and bring it back. I completely went the wrong way at the start and had to walk back awhile to get my plow, I'm glad my character handles like a elder scrolls horse and can scale vertical walls. Made the trip way more interesting.
I initially had a bug where my camera wouldn't stop drifting, it eventually stopped when I tabbed back out and in enough but not really sure how it fixed it.
I'm impressed with how well polished the whole experience is, nice work. I'll be awaiting my 100 dollars in the mail.






