It turned out to be an educational game that teaches telling time. First-grade students could play it in schools.
Limtotage - YALIM
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The game really reminded me of old arcade games. It’s challenging and well done. The art design fits the theme and the game nicely. I did experience some issues with the mouse controls from time to time, but since you’ve already noticed and mentioned that issue, I won’t go into it. Is the game endless, or does it have an ending? Overall, it’s a very nice piece of work for a first jam experience.
The art style is very nice. The core gameplay mechanic is solid, and it’s good that the game ends before the mechanic starts to feel repetitive. To extend the game, new mechanics and additional gameplay elements could be added. In my opinion, the biggest drawback is the lack of music and sound effects — having sound effects would make the game feel much better. Overall, it’s a very nice piece of work for a first jam experience.
It was a very beautiful experience. I believe that games are not only meant to entertain or fill time, but also to convey messages and evoke different emotions — and you conveyed that beautifully. To enhance the feeling of the game, the path could have been a bit more challenging, of course without disrupting the story.
This was my first time making a WebGL build for a vertical game, so there were some issues with the UI. It wasn’t designed that way originally. All the graphics (except the Tilemap) were designed by me. It was also the first time I fully created my own assets and coded everything myself, so I couldn’t go into too much detail. I tried to add an underwater effect, but I couldn’t find a decent free asset for it, so I went with a simple blue screen instead. Still, thank you very much for playing the game and for your kind feedback — I really appreciate it.
The game’s effects and ship designs are quite nice — it really feels like an arcade machine. However, the game is very difficult. The furthest I managed to get was the middle of level 2. There were a lot of enemies on the map. I tried dashing between them, creating some distance, and then using the quick turn move, but I couldn’t really find another way to fight. At first, I tried spawning quick turns to hit the enemies chasing me, but I later realized the quick turn move has a cooldown.
I think adding things like refilling health when leveling up, or limiting the maximum number of enemies that can spawn based on the level, could help balance the game better.
You owe me a keyboard! 😄 Jokes aside, the game only has two mechanics — jumping and phase shifting — and it executes them so well. It ended up being both the most frustrating and the most enjoyable game I played in the jam. I didn’t encounter any bugs. The only thing that caught my attention was the brick pattern you used in the TileMap — wasn’t there a right corner tile? My character slipped there once or twice.
I loved the visual style — it looks really great. Plant vs. Zombies wasn’t even this challenging. It turned out to be a very cute yet challenging game, and I loved it. There was probably a strange bug: on level 1, I couldn’t build on some tiles. I had enough energy, but it still wouldn’t let me build.
Thank you for your comment, I’m glad you liked it. Even though I’ve memorized the map, I can only finish level 2 with a maximum of 2 health. By the way, I didn’t place a trigger on the submarine’s tail, so you don’t need to worry about touching things with it — only the nose and the sides have triggers. There are two single-block passage sections; I wanted to challenge the player a bit. That’s also why I designed the final level to have more relaxed parkour.
It’s a very good idea. The controls are smooth and feel well-polished. If the visuals are your own designs, the main character and the dinosaurs look really great.
I think adding a shop button (for example, B or M) that pauses the game could be useful. Health and armor could be added to the power-ups, and enemy health could scale with the wave count using a multiplier. That way, the player wouldn’t become too overpowered.
The idea of the game is nice. The music is well done — simple, pleasant, and it really feels like restaurant music. The visual style is also quite good. For a first jam, it’s very solid.
As for areas that could be improved: I would have liked to have the option to burn the food. Even if you miss the green zone, the food is still accepted. Making the green zone appear randomly while cooking could add more dynamism to the gameplay. Of course, different types of dishes could be added as well, and time-based mechanics could also be introduced.
I struggled quite a bit. I had saved up 1500 gold, but I was only able to buy a bit of health and speed from the shop in the first level. When I played again, I realized the shop on level 2 was on the left after going down. I don’t remember the exact location in level 3, but I did manage to find it as well. It ended up being one of the few jam games I played all the way through without getting bored. Congrats again!
The level design is really well done; the map is designed in layers. When you see something on an upper level, you need to look for stairs to reach it, which gives a great sense of exploration. Overall, the game is very enjoyable. The ghosts aren’t too challenging at first, but when two or three appear in a row, they can really put pressure on you. I couldn’t find the shop in the second and third levels — I hope it exists, because gold starts to pile up quite a bit.
Thank you! I’m really glad you enjoyed the challenge 😄
Level 2 was meant to feel tight but fair, so it’s great to hear it hit that balance for you.
The comparison to old Flash games really means a lot — that retro feeling was exactly what I was aiming for.
Thanks again for playing and sharing your feedback!
Thank you so much for the kind words and for playing the game!
I’m really happy you enjoyed the arcade shooter inspiration and the submarine twist — that means a lot.
The obstacle course feedback is especially appreciated. Adding a bit of time pressure is a great idea and definitely something I’ll consider if I continue developing the game after the jam.
Yes, I really did beat it in 28 tries 😄 And considering you created such a great experience with only around 12 hours of work, that’s honestly impressive. Adding a meaningful message at the end really takes the game to the next level. When you finish it, you actually feel like it gives you something — not just that you’ve killed time or simply had fun.
First of all, thank you for playing! Unfortunately, I noticed the issue with the settings only after uploading the game. However, you can adjust the sound during the level by pressing the Esc key. I most likely forgot to connect the sound slider in the main menu to the SoundManager GameObject.
I’m also really glad you liked the sprites — they are all my own designs Except Tilemap Section.









