Many thanks for the recommandation :-)
Speaking of the small and fine guy, I am currently working on a new design.

Hi :-)
Tested the web version.
Basically, I hadthe same control issues as described below. Just thinking about the controls: they are scattered at both sides of the keyboard + the shield on the mouse. The game needs reflexes. Wouldn't be better to regroup the commands in one place so the player can quickly alternate between sword and shield while moving?
Thank you for playing my game and for your feedback :-)
In the weapon shop, I disabled the buttons corresponding to an existing slot/weapon pair. I also added a message that notifies you of the last weapon added.
I also added music to the start screen and a button to play an SFX in the sounds menu. This gives players a reference point for adjusting the sound at the start of the game.
Hi :-)
The golf part is fun to play and easy to get the hang of. Personally, I had no problem with the controls and mechanics of changing golf clubs (I consulted the list of controls).
However, when I got to hole number 8, no club allowed me to cross the vast expanse of forests and lakes that separated me from the hole area.
Not knowing what to do, I bought a caddy putter with my fans (money?) and didn't notice any difference, except that the putter's progress bar started to fill up/empty automatically, and the associated numbers started to increase...
That's how I realized that you had to click on the club icons to increase their capabilities. The putter's progress was slow. I stopped my game.
I don't know anything about incremental games, which probably explains my confusion. But maybe there should be a way to highlight the mechanics from the very first round of golf.
Otherwise, I would have liked some chill music to accompany this pleasant game.
Thank you for testing my game and providing valuable feedback :-)
Weapon Shop: Unfortunately, if you click on the same weapon in the same location, the game simply takes your money. This issue needs to be fixed urgently.
Otherwise, for the development of the game, I was thinking of allowing players who beat the boss to replay the game with more weapons and traps in the arena (to be avoided or used against enemies).
Thank you for taking the time to test my game and for your feedback.
Regarding adding a weapon to an equipped weapon slot:
If the chosen weapon is different from the equipped weapon, the new weapon replaces the old one. Otherwise, and in any case, the game takes your money :-) It's clear that the game shouldn't let you pay for a weapon you already have.
Sorry that your boss fight was boring. I can confirm that with other weapons, such as the laser ;-), things are easier. And/or mines that can be placed in the boss's path.
Nevertheless, it is possible to shoot at the boss with machine guns in each of its phases, even when it moves in a lemniscate shape. Upgrading the vehicle's speed greatly helps you get to the right place at the right time.
That being said, it would be worth adding an upgrade to increase the overall range of the weapons.
Thanks for the suggestions for the sound and visuals, which I will be sure to follow up on soon ;-)
Great game! The storyline and character development seem very well thought out.
A few details worth mentioning:
I wanted to play with a controller, but unfortunately the attack combo wheel displayed the keys to press on the keyboard, and the gamepad configuration menu isn't very clear.
The game doesn't have a full-screen option (window mode only).
I can't see the enemies' health points during combat.
This is personal, but as a non-English speaker, the old English used in the dialogues is a little difficult to understand at times.
Otherwise, the game is very well put together. I wouldn't be surprised if it captivates more than a few RPG fans ;-)
Hi,
Thank you very much for testing my game and for your suggestions. I really like the idea of the skill tree. It will give the UI a bit of personality. Otherwise, I was thinking of a dashboard format (since we're driving a vehicle).
For the colors, I was thinking of using a palette from lospec, for example, and sticking with that. If you have any advice on choosing colors, I'm all ears ;-)
The game is super fun, very similar to Slay the Spire.
There's nothing to complain about, except that I would have liked to see some animations on the dates (e.g., their facial expressions changing as their self-esteem decreases, or some kind of hurt feedback).
The game froze during my date with Lucien Moreau (not the music). The game crashed during Lucien's turn.
Great game, really funny.
Hello,
First of all, thank you for taking the time to test my game.
I tried to complete the tutorial for your game as requested, but I didn't get to the end.
I'm not a fan of this type of game, which may partly explain my feelings.
Also, the game has a high level of polish. It's clearly a beautiful piece of work, and everything I've written below are my immediate thoughts, hoping that at least one of them will be useful to you:
I had trouble with the large number of keys used to control the ship and would have been more comfortable with a gamepad (I think).
The pace of the tutorial seemed slow to me and full of information to remember. The slowness and coldness of the game put me off. I would probably have been more engaged and quicker to continue playing if the learning phases had been distilled into the game, with a minimal storyline and stakes, and a third-party character to give me instructions and objectives.
Otherwise:
- Tutorial pop-up: add illustrative videos.
- Game start screen (when you skip the tutorial): very information-heavy (no way to split sections into tabs ?).
- Same screen: tooltips when you hover over with the mouse to explain certain terms, stats, etc.
Very nice game (artistic direction), fun to play!
The game has an impressive level of polish for a game jam game, even improved ;-)
There are two or three details that detracted a little from the experience:
- The music seems too dramatic (thriller, espionage) for the type and artistic direction of the game.
- The tutorial page seems too cluttered to me.
- Like other testers, I click frantically to shoot at enemies and click on the power-up without seeing what I've chosen.
- At the beginning of the wave, the enemies appear but everything is frozen, so you don't know when the wave will start until the enemies start moving.
These are just minor details, but I hope you find them useful. I really enjoyed playing your game. Your work is very inspiring.
I look forward to seeing your next games :-)

Aboard your gyrosphere combat vehicle, face off against a horde of opponents in a loop until you defeat the 100 enemies standing in your way.
Between each loop, you can upgrade your equipment and stats or increase the time limit using the money you earn during battles.
In this version, you'll encounter two new mobs, as well as a final confrontation against a boss with patterns.
Hi!
JIC, I tried to run the game and it did not start. The browser (google) raises these errors:
ERROR C:\Users\danie\.cargo\git\checkouts\bloop-c1b1df62233a271b\c464b4e\engine\platform\web_common\src\lib.rs:130 panicked at C:\Users\danie\.cargo\git\checkouts\bloop-c1b1df62233a271b\c464b4e\engine\runtime\gpu_web\src\lib.rs:197:14:called `Option::unwrap()` on a `None` value
Uncaught RuntimeError: unreachable
at bungeon.wasm.__rustc[5224e6b81cd82a8f]::__rust_abort (bungeon.wasm:0x35c1e6)
at bungeon.wasm.__rustc[5224e6b81cd82a8f]::__rust_start_panic (bungeon.wasm:0x35be72)
at bungeon.wasm.__rustc[5224e6b81cd82a8f]::rust_panic (bungeon.wasm:0x356111)
at bungeon.wasm.std::panicking::rust_panic_with_hook::h4fa3daead9c4e0a7 (bungeon.wasm:0x2fedda)
at bungeon.wasm.std::panicking::begin_panic_handler::{{closure}}::hd6c1b2d9392231ac (bungeon.wasm:0x3237f3)
at bungeon.wasm.std::sys::backtrace::__rust_end_short_backtrace::h59d6c402e40a1685 (bungeon.wasm:0x35b7b4)
at bungeon.wasm.__rustc[5224e6b81cd82a8f]::rust_begin_unwind (bungeon.wasm:0x350d16)
at bungeon.wasm.core::panicking::panic_fmt::hd3052a3662d50c95 (bungeon.wasm:0x350d42)
at bungeon.wasm.core::panicking::panic::haa2ddbdf1ea56417 (bungeon.wasm:0x3489c8)
at bungeon.wasm.core::option::unwrap_failed::h7f04cd151595d0e9 (bungeon.wasm:0x3590eb)
Hi :-)
The game is very enjoyable and the graphics are well done. I like the fact that you can choose a more difficult battle to get better items. But I think that giving the items at the end of the battle would be more engaging, at least for a game jam game.
It's a very fun game that would be even more epic with battle music ;-)
Great game concept! The graphics and music are top-notch, and the interface is clear.
For a post-jam version, I think attack animations would make the battles more dynamic and provide additional feedback to the player.
Also, I'm a poor player and would have liked a healing spell to compensate for my opponent's superiority in terms of health and abilities (dodge, poison that lasts for 2 turns, etc.).
I'm really impressed by the art direction :-)