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!
KrummSakura
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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!
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!
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!
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!
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!
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!
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
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!
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 am a total sucker for grid-based dungeon crawlers, especially ones that don't use a traditional fantasy or medieval setting. Encountering a game like this in the jam was thrilling! I really liked the visual style and the minigame-style attacks, it's easily one of my favorites in the entire jam. I would love to see this become a full-fledged game. Excellent job!
Despite not being particularly into puzzle games, after a few tries, the idea really grew on me! It has a solid foundation that could easily be expanded. In its current form, the game is visually basic, but graphics aren't a high priority for a puzzle game in a jam anyway.
My main suggestions would be adding an indicator to show the direction of the laser source, and a fast-forward option to speed up the lasers. Nice job!
The dual-character mechanic with different abilities is quite neat. While the overall level design is nice, I especially liked the distinctly different hacking levels. Also, the somewhat cute background music is a big plus!
These aren't game-breaking issues, but I have a couple of suggestions: first, when the tutorial texts are shown, it might be better to temporarily lock player movement. Second, the enemy behavior could use a bit of tweaking. Once they catch the player, they basically stick to you, making both attacking and movement feel overly difficult.
Overall, great work!






