Thank you for trying the game out. I agree 100% the balance is completely wonky, takes a lot to get to the first 40 credits to buy the first upgrade and it doesn't feel impactful enough. Definitely will slash down the prices by at least half if I end up continuing the game.
Kreed Games
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This is a really interesting concept. I really enjoyed playing, even though I completely suck at it and couldn't figure it out. I was able to turn on all systems and got the shades. But it didn't fly at all, I die. Couple of things I'd say it needs -- some sort of hint system and a quicker restart -- I wanted to get back and try again immediately but having to rewatch the cutscene and wait for that report to end was getting in the way.
The art is amazing, I loved it and the audio was spot on. Overall, great idea and I hope you turn this into a full game at one point in the same style and everything. Different vehicles and different scenarios -- feels a lot like "I Expect You To Die" non-VR version.
Good work!
Interesting concept. The art is pretty cool, the audio feels good too. I think my biggest complaint is how hard it is to make turns with how slide-y the vehicles are and turns not being seen from far enough. I liked the idea of racing with different vehicles that was cool. However, I didn't feel the 3 races offered much of a variety, it felt like I am just going through the same race using a cosmetically different vehicle but everything the same. For example, in the helicopter race I thought the entire map would be opened up as a "show me what you got" for example with minor obstacles in the air. Or in the boat race how now there would be different waterways (which is partially implemented).
Overall, interesting game. I can see this becoming quite a bit of fun if given enough time to grow as an idea.
Good work!
Thanks for trying it out. The cheapest upgrade costs 45 which is an energy upgrade, I am guessing you're referring to the laser damage upgrade? That is around 5-8 hauls (for the 80 one) so it does take you time indeed. That said, maybe a slight decrease of prices at the beginning to get a quick dopamine hit would be better than have it trickle slowly from the get go.
Interesting idea. The art is amazing, love it. I was a bit lost at first but quickly got the hang of it. The audio is pretty good too. I am guessing you were going for a Papers, Please type game? Make the player feel the weight of working at a corporate office with maybe little to no consequence for your work?
Good work!
Sorry to hear that the controls didn't work. Are you referring to the WASD/Mouse Wheel or are you referring to the dials and levers? If the former? You need to activate them first (tick the checkbox on the right of each control) as mentioned in the page's description.
If that still not working, do you see any errors in the console perhaps?
As for upgrades you need to be at the base and click on the "Base" button to access the upgrades.
Sorry about that, unfortunately you're soft locked. Only way to do that is reset the game (I think the debug key "O" does that and is still active in this build). It is a bug left over because I forgot to activate the mechanic for retrieving your crawler if it loses energy in the sectors. It is implemented, just not activated for this scenario.
Thank you very much for trying the game out. It completely went over my head that I didn't finish the implementation for when you run out of fuel in the sectors. I implemented half and left the other half thinking I did -- got distracted by something else in the game. Sorry about that. At this point to replenish fuel you go back to base, but if you ran, it soft locks your game and you have to restart the game (O) or (Z) resets progress.
Pretty cool game and got me playing for a while. The art is nice, I liked it. The audio was awesome; kudos on the music choices. Customization is something I didn't think I'd see in a jam.
My only gripe is that it takes a lot of time till you get back into the action after losing with the loading screens and so on. Otherwise, fun game. Good work!
Pretty cool game. The world was intriguing and I wanted to know more about it. The art is pretty amazing and the SFX is spot on. The only issue I found was that the puzzles, some of them were literally just guessing what needs to be done. For example (to avoid spoilers I'll be vague), needing three of the thing you get and then handing them over to a certain someone that then gives you an item that you supposed to guess will yield the result of what allows you to end the demo. It felt like completely random stuff that had nothing to do with each other. This reminds me of the old "inflated duck" puzzle from The Longest Journey -- you just have to try random stuff to find what you need. It also doesn't help that you don't know what you can and can't interact with.
Otherwise, the game was fun and I wanted to know more about the world, where am I? Where I was in the place I was in? Why people are so non-challant about what I did? Etc...
Very good job and good work!
Thank you very much for playing the game. You're right about the ambiguity of starting the game and it looking like there is nothing to do. I didn't have time to put in a tutorial and I naiively thought the white button at the top left is enough.
> I’d prefer if the digging took more time, so I’d feel like something is happening.
Are you saying that you prefer larger blocks that take longer to break than smaller ones that takes less time to break? I am not questioning, I am just trying to confirm. Because at first that was the way I went but I felt it might get boring so I divided each tile into 4 and reduced their total "HP" with varying "HP" per tile color.
The energy replenishment is at the base but if you ended up depleting energy in the sectors you are soft locked, I am afraid. I did think of a way to resolve it, I just forgot I didn't fully implement it and it was too late after the jam ended that another person pointed it out.
Really appreciate the feedback and that you tried the game!
Interesting idea. I liked the way you have to balance between which towers to build and what they do and the power efficiency to activate them. Would've loved to get some G back when I remove towers so it doesn't feel as much of a loss. The different tools reveal could've been a bit faster to keep the reward feeling up longer.
The art is pretty cool, the audio is spot on. Overall, fun game. Good work!
One of the best games I played in this jam. Really well done. I love the art, like the sounds and the gameplay is interesting and funny. Especially the choice with the game devs :P
Only thing I wished I did was change my last choice at the end it wasn't super satisfying what I chose (and perhaps that might give away what I chose but don't want to spoil it for others).
Overall, pretty good game and good work!
One of the more innovative ideas in the jam. Really loved playing through it. Shame it was short, it was fun. One thing that took me a while to understand is that certain words can not be used in certain places so you had to guess which ones fit. Would've been cool if there is some kind of indication or some kind of rule it follows. Like for example Morning (-------) would take only adjectives and then any adjective would fit.
The art is beautiful and the audio was fitting. Pretty good job!
Cool idea. I liked the narrative parts (especially the part where it said others retired now it is on you, so realistic :P ). Not sure it was intentional or not, but it was a very good touch that you show the player the correct looking part before showing the broken one. I missed it at later levels (when the flare thing happened) and parts started appearing that I wasn't sure whether they were broken or not.
Overall, fun game. Good work!
Interesting idea. It was fun playing through the game. It took a while till I was able to expand and build more automation and I think that might be the only annoying part how long it takes to reach the point when you start designing the factories and machine.
Art is pretty cool and so the audio. Good work!
Ah, I thought of adding mouse targeting but didn't occur to me add mouse speed up/down too. That makes sense. Thanks for the suggestion.
The softlock state was supposed to be resolved with an extraction and ejection mechanics. The extraction was implemented, the ejection wasn't. I completely forgot to resolve it. Sorry, you'll need to restart (resetting the local storage for the game).
Apologies for such a terrible bug, it completely slipped my mind when releasing.
Rated and left feedback.
Here is mine: https://itch.io/jam/gamedevjs-2026/rate/4494705
I have to say one of the coolest games I played. Well done, really interactive. With some automation introduced this game would be a ton of fun. Maybe optional upgrades that diverge between the player being either a customer wrangler and the machines automated or the other way around (you still do all manual stuff and the wrangling customers is automated).
Great art, nice audio. Good work all over.
Interesting game. I like the simplicity of the ruleset. One thing I would say is that sometimes at the end of the dash, and right when it ends, if an enemy happens to spawn there (or it moved to where you ended up), you receive damage which feels bad and kinda unfair. Otherwise, I can see this could be a fun game with an expansion of the ruleset.
Wooo, Old Command and Conquer back! You sent me down a nostalgia trip with this game. I loved old C&C. The art is pretty cool and I really liked the audio. The audio is perhaps the second biggest part that made me remember old C&C.
My only gripe was that in Skirmish the game was really laggy and I wasn't able to play well. That said, the amount of work you must have put in a game like this... that is a lot of work. Gotta say, well done, great work! You captured the old feel pretty well.
Interesting idea. I liked the dual aspects of building a base and fighting with it. My only grip is that the boss took waaaaaaaaaaay too much time to kill. More than 7 minutes kiting it and there was no way to pause combat (at least not what I saw) to build stuff to maybe increase damage or anything like that.
Good work though, loved the art. pretty cool!
Interesting concept. At first I went in thinking there is a specific goal to reach but I realized this is a zen-kind of game where the objective is to optimize the board. Pretty well done. Took me a while to understand that the grey stuff expand the board and I was trying to put them in as another piece, but ultimately I got it.
Good work.
Really cool idea and I liked the Diablo-like inventory, pretty cool concept in a tower defense. Only thing I found annoying is that I couldn't find a way to reset my tower's inventory, increase the max towers to place and the game freezing in wave 6 for some reason.
Other than that, really fun game. Good work.



