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Luiz Verri

50
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A member registered May 25, 2025 · View creator page →

Creator of

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Thank you so much for playing and for the kind words! I'm really glad the movement clicked for you and that you enjoyed the story and the replay value. You are 100% right about the negative points:
The Jankiness: I completely agree! I ran out of time to polish some of the edge cases and movement logic, so it definitely ended up a bit rough around the edges.
Skipping Cutscenes: A quick retry is absolutely essential for a game like this, but I literally ran out of time before the deadline to code a skip button. I submitted the game with 2 minutes left on the clock, lol! It is definitely the first thing on my list for a post-jam update! Thanks again for the awesome feedback and for the congratulations! :D

That is such a great point, thank you for the analysis! Expanding the game to organically teach those hidden mechanics through level design is definitely the way to go. I haven't played Tethergeist yet, but I'll definitely give it a try now to extract some ideas from those movement achievements! Regarding Celeste, I've played it before but never got around to trying the B-Sides. Knowing that they serve as a playground makes me want to go back and continue my save file just to study it. Thanks again for the amazing feedback!

I'm so glad you noticed the Rayman inspiration! I actually based it heavily on the time trials from Rayman Legends specifically, rather than Origins. Legends built those levels purely for speedrunning, whereas Origins mostly just added timers to levels you had already played without pressure. Actually, the first level is the only one that really captured that Origins vibe, since you kind of play through it twice.

I completely agree that the retry system needs to be way snappier (like skipping the cutscenes). I really wanted to add that, but I literally submitted the game with only 2 minutes left on the clock, lol!

You're also totally right about the loop exit feeling weird. I programmed it to time out the air movement, but the moment you touch the ground, it snaps back to your input direction. I knew Rayman didn't handle it like that, but I didn't have time to boot up the game and study their exact logic, so it ended up a bit janky.

As for getting stuck in the destructable wall (I assume you mean the one after the loop in level 3?), that's a funny bug. When Jacarilo goes through a loop, only the sprite rotates, but the hit detection stays locked to your directional input instead of following the sprite. It definitely shouldn't be like that, but again... ran out of time, lol! I definitely need to manage my pacing better for the next jam. Thank you so much for playing and for the amazing detailed feedback. I really appreciate it! :D

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Great game! I love the space theme. The progression system really makes it feel like you are building an actual space program, and the music fits that vibe perfectly! It makes you feel like you're living through the history of aerospace transportation, you try, you fail, you fail again, and then eventually, you step on the moon! The core mechanic is super interesting, too. Sure, the card-matching concept isn't entirely new, but I can't lie, it's incredibly fun and satisfying to search for those matching pairs! Great job!

By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

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Awesome game! That core gameplay loop of grinding, digging, and hoping to strike it rich with precious minerals is incredibly engaging. The art style is really cool, and the sound effects are good! Just out of curiosity: is the porcupine sound effect from Hollow Knight? It really reminded me of it! Also, I absolutely loved the playable credits, it instantly gave me Rayman Legends vibes. Here is a video of Rayman's credits:


It’s a small layer of polish, but it makes a huge difference in the overall experience. If I had some constructive feedback, it would be that spicing up the narrative and adding more variety to the environments, minerals, and enemies could easily take this game to the next level. Great job on this!

By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

This is a really creative game! The music and art style are also really good. My only piece of feedback is that the difficulty is quite punishing. I ended up getting stuck at the first stage and couldn't see what was next, but I would have loved to know what the other levels were like. Keep up the great work, though!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

Thanks a ton! :D I really appreciate you understanding the missing .pck file situation, lol, silly me! I'm super glad you enjoyed the speedrunning aspect of the game. Making it fast and chaotic was the main goal! Thanks for playing and for the awesome comment!

WOW! That's an absolutely awesome game! I had a blast playing it! The chaotic speed is incredible, and I absolutely loved the powerups, they take the gameplay to a whole new level. It's so fast and fun that you just can't stop playing it. My hand is literally aching right now from all the intense action, but it was 100% worth it, lol!

Just a quick thought: for a post-jam full release, fleshing out the narrative a bit more could really elevate the game. Not that the current one is bad at all, but a deeper story would make this crazy fun gameplay even more engaging! With more levels, powerups and a bigger plot, this can become even better. Amazing work!

By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!


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Yoo, an S-Rank on level 3?! That's absolutely insane, huge congrats! I'm beyond thrilled that you stuck with it until the movement fully clicked. Hearing that you were literally flying through the levels makes my dev heart so happy. Thank you so much for the legendary feedback, you rock!
By the way, I'd love your opinion on something: do you think I should add some kind of delayed hint if the mechanics don't click for a player after a while? My original goal was to keep some movements a secret to give players that satisfying eureka moment of discovery, almost like Jacarilo is chasing someone for the first time and learning how to move through pure serendipity. Let me know what you think!

Great game! This is easily my favorite rhythm game of the jam so far. The art style and soundtrack are fantastic, and the overall execution is super smooth. My only constructive critique is on the narrative side: it would be amazing to have a bit more story context connecting why we are clicking rhythmically on the clock, kind of like how Little Inferno weaves a narrative justification into its core mechanic of burning things. Giving the mechanical loop a bit more narrative grounding would make the experience even more immersive! Incredible work, congrats on submitting!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

Thank you so much! Hearing that you found the mechanics fun is a huge compliment. And thank you for the kind words on the music and art, having the game called underrated really made my day! Also, I am really relieved that you understood the .pck file issue, lol! The final hours of a game jam are always so chaotic, silly me! Thanks for playing and leaving such an awesome review!

Thank you so much! Hearing that the character design and animations stood out to you is awesome. I spent a lot of time tweaking that camera swivel, so I'm really thrilled you liked it! I absolutely love that you got a agent vibe from the soundtrack too. I definitely plan to lean even more into that stylish, fast-paced action in the post-jam updates. Thanks for playing and leaving such great feedback!

That's totally fine, I'm sorry for the inconvenience! The jam's time pressure made me completely forget about the Mac version, and I did try to upload a web version, but it unfortunately didn't work. Thanks for the interest anyway, I really appreciate it!

Wow, thank you so much for taking the time to leave such an incredibly detailed and thoughtful review! I really appreciate it, especially coming from a fellow dev who knows firsthand how tricky it can be to balance a time-based platformer! Hearing that you enjoyed the game and being mentioned alongside classics like Pizza Tower and Sonic is a huge compliment! Your feedback points are completely spot-on:

Cutscene Skip: Totally agree. Running out of time was the only reason it wasn't there, making players watch it repeatedly definitely hurts the pacing. It's priority #1 for the post-jam update!
Hit-stops: I honestly hadn't even stopped to think about hit-stops! That is a very good suggestion! Adding a brief pause on impact would give the combat so much punch and help players re-orient themselves.
Lore and Mosquito: You made a really good point here. I ended up leaving the mosquito out because of the time limit, and with all the jam pressure, I didn't have much time to think of an interesting story to tie it all together. So the narrative definitely ended up floating in the air, just like you said. I completely agree.
Categorization: You're 100% right! In Brazilian Portuguese, "racing" translates to "corrida", a word that can simply mean running on foot, without specifying if it's like Formula 1 or MotoGP. But now that you mentioned it, "racing" in English definitely gives off a Need for Speed or Forza Motorsport vibe rather than a speedrun game. Action/Speedrunner fits way better!

Thanks again for playing through all three levels and for giving such constructive, high quality feedback. I am really glad you enjoyed it, and I wish you all the best with your game as well!

Thank you so much for playing! I'm really glad you had a great time and found the movement satisfying! That's a great point about the camera shake, I will definitely address that in a future update, either by reducing the default intensity or adding an option in the settings so players can adjust it or turn it off completely. Thanks again for the awesome feedback and for checking out my game!

Thanks a lot! Also, huge apologies for making you watch those intro slides over and over, totally ran out of time to code a skip button before the deadline! I'll definitely fix that in a post-jam update. Glad to hear you enjoyed the paths and the art style, though!

P.S. And sorry again for completely missing the mechanics of your game at first, totally my bad!

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WOOOWW, I am the silliest playtester ever! Sorry for that! The game is great! It's difficult, but I managed to beat it! Forget all I have said, this game has a really original idea! Great game!

WOW, I actually just realized this right now, my mind is completely blown! My mouse was resting far to the left, so my swimmer got stuck on the left wall. I honestly thought the gameplay was just about hitting the arrows correctly! Since I wasn't getting killed by the zombie hands or the falling enemies, I assumed I was playing perfectly and I didn't even pay attention to the right side, lol. Silly me! I'm going to give it another go and play it properly this time!

I'm so happy the feedback helped! I played all the way through and managed to beat it! It was definitely a challenge with that timer pressure, but I had a blast all the way to the end

Thanks! If I had to give a critique, though I know this one is a bit outside the scope of a jam, it would be about the narrative. With a different storyline, you could turn this into a really cool full game, giving off a strong Majora's Mask vibe with that looming pressure! As for the art (which definitely isn't ugly, far from it!), a bit of a revamp could give it a more vivid and interesting atmosphere. Right now, the game feels a bit lonely. The bomb is genuinely scary, and the visuals build up this isolating, almost haunting vibe of the world ending. Adding more vibrancy could create a fantastic contrast between a warm, lively world and the heavy, tragic reality of its destruction.

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Great game! The narrative isn't exactly my vibe, but I can't deny that it's interesting! I'm not a huge fan of apocalypse-themed games, they can feel a bit heavy for me depending on the vibe, but I won't let my personal taste cloud my judgment! The art is very unique, and the music is really good, it perfectly fits the theme. My only critique is that the transition areas are a bit buggy. Congratulations on the great work!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

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The game was a bit difficult for me. Maybe having an input mapping like ASJK would make it easier to hit the notes right. But I can't lie, this is a good game! To simulate the ASJK layout, I actually played using A, W, Down Arrow, and Right Arrow. The idea isn't entirely original since there are other games like Friday Night Funkin', but it's still cool!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

P.S.: I changed my mind about this anwer (read the replies) — how silly of me!

Great game! Huge congratulations! It's incredibly well-made, and, for me, the difficulty hits the perfect sweet spot to make the player feel the pressure of the bomb timer. Great job!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

Wow, that's an awesome game! This mechanic feels amazing, and the overall art is so good. It's one of my favorites in this jam so far. I would definitely buy this game on release! Very good job!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

Thank you so much! I am so happy you liked the game. Leaving out the tutorial for the loopings was a deliberate leap of faith, so seeing you pick up on it naturally feels amazing! Thanks for playing, I really appreciate it!

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Thanks a lot! I am really happy that the art style and the sound effects hit the right note for you. I apologize for the lack of a proper exit button, making you Alt+F4 definitely wasn't the plan! I've noted this down and will add a exit button in the next patch. Thanks for taking the time to play and review!

That's a really fun game! It reminds me a lot of the Natural Disaster Survival games on Roblox. Also, the rat is super cute and fun to play with, I bet it would be even more fun with more people playing simultaneously! Great job!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

I really enjoyed this! It definitely gave me some Getting Over It vibes with how challenging it was at first. But finally figuring out the exact angle for those single blocks was so rewarding!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

Great game! It's really fun to play. If it had more graphical details and a more overall juice, it would feel amazing to upgrade your attack speed to insane velocities and deal massive damage! With more variety and a more intense rhythm, it could be even better! Great job!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

Wow, what an awesome game! It features incredibly cute art and fantastic mechanics. The sound design and visuals create a really relaxing vibe, as well. Great job on this!

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Great game! It is a neat concept, but to be honest, it didn't fully click with me. The main reason is that after a few rounds, the gameplay starts to feel a bit repetitive. I think with more variety, this could be really awesome :D! Also, the roulette rules weren't immediately clear to me at the beginning. Still, it's a solid game with great potential! Maybe exploring a synergy system could make the overall experience even better, too!

Thank you so much! I am really thrilled that you loved the art style and the overall vibe! The audio was super fun to put together, so hearing that you found it amazing really makes my day. Thanks for playing and for the awesome feedback! :D

What a brilliant and interesting game! Managing the present version while keeping track of the past one's frame countdown is such a clever mechanic. It's a really good application of the theme and super creative overall.
If you get a chance, I would love for you to playtest my game as well and let me know what you think!

That's a really cool concept! It just needs a bit more love in the audio department and more juice to really make the gameplay pop. Adding bosses would be an awesome touch, too! I also think adding more synergy between mechanics would feel amazing. It would be great to have quests where you only have a few rounds to reach the highest number possible by combining them. For instance, imagine a power-up where multiplying an odd number and then adding another odd number raises your total to the power of their sum! But even without that, you've built a solid foundation. Great work!
By the way, if you have some free time, I'd love for you to check out my game and let me know what you think!

Thank you so much! I'm really glad you liked the art style and the overall vibe! About the timer: the system actually broke at the very last minute, and since I couldn't fix it in time, I decided to just disable it. And I absolutely love your theory about Jacarillo's fist! Let's just say it's a very aggressive thumbs-up! lol

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Wow!!! I absolutely loved this game! It really gives off an Outer Wilds vibe, but it requires a bit more puzzle-solving. I'm not entirely sure if I reached the true ending, I believe I did since I managed to enter the black hole! However, I'm still super intrigued by the control terminal message about performing a slingshot maneuver, and I haven't figured out how to fix the electrical system on one of the starting doors yet. I'm having an amazing time playing this!

Great job! I had a blast playing this. It provides a solid challenge, and despite a few minor bugs with the shadows, it's incredibly fun. The art style is fantastic, too! I think adding a bit more juice to the movement and overall mechanics would elevate the immersion, giving the amazing feeling of actually being on a beach.

What an incredibly creative game! The delayed signal mechanic is a brilliant idea, and taking down giant robots with a tiny one is extremely rewarding. Fantastic work!

Wow, what an incredible game! The graphics are stunning, and the storyline is incredibly engaging. The mechanics of operating an in-game computer create a highly immersive experience, especially the tension of fixing a nuclear reactor's cooling system! It plays like a complete, polished release. Congratulations on the fantastic work!

That's an awesome game! The art style is fantastic and the mechanics are great! My favorite part is when the timer starts to speed up, it gets so frenetic and fun! Keep working on it!