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KrummSakura

192
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A member registered Apr 02, 2024 · View creator page →

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Thanks so much for playing and for the kind words! Yeah, the random marker spawning system in the last level definitely needs a better replacement, it got a bit chaotic under the jam's time constraints.

I've definitely noted the feedback on the glitch text as well. I'm glad you enjoyed the art style and managed to beat it despite the unfair spawns. I'll be tuning all of this for the post-jam version!

First of all, thanks so much for taking the time to provide such detailed and valuable feedback! I am especially honored by the mention of Thief, it's actually one of my personal favorites, and I always look to it for atmospheric inspiration.

I’ve noted down your suggestions regarding the stealth balance, visuals, and that specific Godot backtrace error. I'll definitely be addressing these bugs and polishing the mechanics for the post-jam build. Thanks again for playing!

It's immersive and visually impressive. I couldn't get all the endings yet, but I'm definitely going to try for some more after writing this! Not bad for a "cozy bolt cutter farming simulator." Jokes aside, great job!

It is oddly disturbing, which makes it creepy, like it will lead to something sinister, and I don't mean a cheap jumpscare. Nice job.

Despite the minimal storytelling, it feels like it has a hidden emotional depth and symbolism, which may or may not be just my interpretation. The visual style is quite effective and sets the tone well. Great job!

Thanks so much for playing and for the kind words! I am thrilled that you mentioned the story; I always consider it an essential part of a game. And it is definitely not a skill issue, the game is still quite untuned! :) In the initial plan, there was going to be a shop room for items (including healing items), but unfortunately, it didn't make it into the jam version. I'll definitely add something for it in the post-jam update!

Thanks so much for playing and for the kind words! I'm glad you enjoyed it. I totally agree with your feedback and definitely plan to adjust the hitboxes and balance the enemy damage in the post-jam version.

It is refreshing to encounter a visual novel, which is one of my favorite genres. The story was quite entertaining and implemented well. The idea can be expanded into a full-fledged project full of parodies and references. I especially liked the art, which conveys the mood nicely. Not a huge deal for a jam game, but some audio would be nice. Good job!

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Well, it could be a specific mode in certain levels, a penalty, or just a mechanic for the early game.

I've just played and reviewed your game!

When you get a chance, I'd love it if you could check out my game, Gridscryer.

https://itch.io/jam/gamedevtv-jam-2026/rate/4612797

It's really good for a first-time jam entry! I especially liked the comic/cartoon shader, which adds a lot of personality to the game. Good job

I've just played and reviewed your game! 

When you get a chance, I'd love it if you could check out my game, Gridscryer.

https://itch.io/jam/gamedevtv-jam-2026/rate/4612797

It's a quite enjoyable and positively bizarre experience! Interestingly, on my first run, I didn't realize I could use the keyboard, so I just moved using mouse-click 'rocket jumps' and successfully reached the end with my duck friends. Great job!

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I am so sorry about that! Godot's HTML5 exports are notorious for breaking mouse capture if you click during a loading screen or hit esc during a game. It's an issue I'm still trying to find a foolproof fix for. Thank you for playing anyway, and sorry it ruined the controls for you!

Thanks for playing! I am glad you enjoyed it. There's nothing better than watching a player figure out the movement mechanics and completely break the difficulty curve. Appreciate the feedback!

Thanks so much for playing and for the awesome compliments on the movement and music! You are right regarding the theme. The idea was that those connected room paths shown in the post-run room would form the basis of a meta-progression system between runs. I had to cut some corners due to the time constraints, but I'm definitely hoping to fully implement that in a post-jam version!

Thanks for playing and for the feedback! I am glad you enjoyed it. I completely agree on the difficulty, the jam version is a bit unforgiving. I'll definitely be balancing this better in the post-jam version.

As a fellow Godot developer who participated with a roguelike FPS, it’s thrilling to encounter a first-person melee game developed in the engine! I really liked the expansive level design and the Metroidvania aspects, such as finding boots for a double jump. The sword looks awesome, by the way!

The dodge mechanic and the breaking-down animations of the enemies are a neat touch. While the minimalist environmental set dressing is pleasing, some visual cues to differentiate locations would be nice to help with navigation. Adding sound would also be great, but it's definitely not a huge deal for a jam game. Excellent job!

I've always loved memory card/pair-matching games! I couldn't stop playing, I went through ten consecutive runs, giving temporary names to each cat on the cards while trying to break my record time. Good job!

It kept me playing just to reach the next station and pick an upgrade from the various choices. That variety really drives experimentation across different runs! While the controls feel exactly right for a spacefighter game, they do make it a little hard to dodge enemies. Overall, good job!

It feels like a crossover between vintage telephone operator games (which some of our fellow jam participants have also explored) and conversational barista/bartender simulations like VA-11 HALL-A or Coffee Talk. I can safely say this has huge potential, especially if it expands to include small story arcs and likable characters with reasonable depth. Excellent job!

It is incredibly fun and a great example of how simple ideas can be captivating for players. The movement is smooth and the character is cute! While the pacing could be balanced a bit more, it's not a huge deal for a jam game. I don’t know why, but I felt like some of the thrown packages almost flew off the screen right at my face, which made me laugh. Good job!

It’s an interesting starting point for the idea. While it looks pleasing in 3D, I think the puzzles could be more conveniently laid out in 2D. This definitely has the potential to shine as a mobile game, and I'm sure there are many casual puzzle enthusiasts who would be willing to give it a chance. You should definitely keep working on it. Great job!

The voxel art style perfectly balances the heavy atmosphere of a laboratory involving patients in a zombie state. The simple yet driving mixing mechanic is implemented nicely. Some sound effects and maybe music would be great for the game to show its full potential. Great job!

It’s one of the most novel games in the jam that I've encountered! The execution of the idea and the mechanics are quite neat, and the upgrades are varied and well-selected. However, targeting enemies is a bit difficult and takes some time to get used to. Great job overall!

There is no way someone can just skip a Snake game! It is nicely implemented, and I especially liked the way the snake is stylized. Last but not least, the animated snake artwork is just too cute. Good job!

It’s an interesting interpretation of the survivors genre. The variety of upgrades and items is quite good, and the challenge is well-balanced. The WinXP desktop-style intro is also a nice touch! The poses that emerge from the facial expressions of the "free" with two punches made me laugh a few times. The only bug I encountered is that the retry option sometimes doesn't trigger after a failed run. Good job!

This is really awesome! The integration of audio and gameplay is admirable, the solos blend into the backing tracks as smoothly and naturally as possible. Also, the idea fits the theme perfectly. I would love to see this developed into a full-fledged game. Great job!

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The art style is gorgeous, easily one of the best-looking games in the jam! The models look straight out of a stop-motion movie, and the story is incredibly cute. While adding some audio would be a nice touch, overall fantastic job!

The first word that came to my mind after my first run was immersive. All the little details, like the date in the taskbar, the hilarious yet natural notes, a software named simply star_controller_exe to manage an intergalactic trade operation, and the WinXP-looking OS inside a spaceship, were amazing.

Gameplay is intuitive, and drawing paths that cannot cross each other was a clever way to create a challenge. My only suggestion is to make it a little more forgiving, perhaps allowing more than one ship to be lost before a game over. Excellent job!

Thank you so much for playing and for the feedback! I am glad you found it interesting, and no worries, I struggle to reach the end myself! Jokes aside, I plan to balance the difficulty in the post-jam version

Thanks so much for playing and for the kind words! Fun fact: Those guys were supposed to be some sort of strange entities, but whenever I'm in a hurry, my monster designs always turn out looking like aliens. I cannot stop thinking that I might have been abducted by aliens at some point in my life XD

Thank you so much for playing and for the feedback! I agree that the jam version has some balancing issues, which I hope to fix in the post-jam version. Thanks for pushing through the toughness to complete it!

Thanks so much for playing and for the kind words! In fact, at one point I planned to control the number of spawning enemies based on the room's row number. But amidst the jam chaos, I completely forgot to implement it! When I noticed, I thought the exact same thing: "Well, a bit of chaotic generation isn't that uncommon for a roguelike"

Thanks so much for playing and for the kind words! In fact, the initial plan was a rogue-lite with meta-progression. With each run, the path you followed would form a glyph shown on the screens in the post-run room, acting similarly to the runes in Diablo 2. Due to the jam's time constraints, it turned into a more straightforward roguelike loop, but I definitely plan to expand on that original glyph idea in the post-jam version. Thanks for the great suggestion!

Thanks for playing and for taking the time to leave your feedback!

Thank you so much for playing and for the feedback! I'm thrilled you enjoyed the old-school retro vibe, which was partially due to Godot's compatibility mode for HTML5 exports. You're totally right about the movement, balancing the stiffness with the wall-running is definitely something I want to smooth out in a future polish.

I've just played and reviewed your game! It is a real hidden gem! When you get a chance, I'd love it if you could check out my game, Gridscryer.

https://itch.io/jam/gamedevtv-jam-2026/rate/4612797