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mog13

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A member registered Sep 13, 2020 · View creator page →

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I feel like you absolutley nailed the feeling of this one. The armopshere, lighting and monster AI really, realllly sold  that alone in the mountains, clutchign your gun with a few bullets left and nerviously firing at antyhign that moves sort of feeling. I know some people have said about the controls, and i sort of get it, but on the other hand i found it added to it. As a lot of people said its initally confusing, but pretty easy to understand when you walk around for a while. However, when the monster spies you and chargers it makes you panic and the slightly unconventonal control system feels like fumblig with the gun. There were a coupel of times i tunrned the torch of or spun round when i didnt mean to but it felt like my character (and me) were reacting realisticly to what would happen in the situation. 

It was very creepy and really well implemented. I did find it very hard and it was punishing to be sent back when i died because it was a little hard to know if i had discovered everything or whether i should venture out again (which took quite a while to get back to where i was) 

Overall i thought this was a fantastic entry and i really enjoyed the experience. Thanks for the submission! 

Great job for a first game!! you got loads of solid systems in and the core loop worked perfectly for me! 

It is simple but there is some really good foundations in this game. It looks like you are already experimenting with lighting and post processing which made things feels more forboding and spooky. Although the models were quite basic i feel like you made points of interest on the map and all th peppers were hidden somewhere interesting with something to look at, i think there were even a few easter eggs tucked away. 

The sfx were a little silly but fun and the first one definitly did give me a jump because it was unexpected. 

You did a great job drawring people in as it looks like a lot of people wanted to play from the name and the image, it certainly worked on me and by the comments a lot of other people too! 

Overall i think you did a great job getting everything done. you asked for game dev tips in the description and mine would be this: 

you finished something in a timeframe which is amazing. you created a bunch of systems and they worked together to make a playable and competable game loop! build of the things you learnt here, each time you  use a similar system it will be easier so try to expand on it and focus on why you are using it. each time you make something try to add or push your knowledge of it, or really consider what it brings to the experience. 

For instance, in this game you made a controllable torch! next time you will find it even easier so you can refine how it works and try and make the background darker, or give it a flickering effect or see if you can add a volumetric effect to the light beam. 

Another example is the UI. You have the controls in there and have the pepper counter all hooked up in working so you achieved everything needed for this game and probably learnt a bunch. Next time push yourself to use all that new knowledge and see if you can make a button that shows the controls and then hides them when another is pressed. 

If you keep practising it will build up to be better and better, especially if your achieving this with your first game. great job, keep going!

Loved it even though i constantly felt like an idiot when i solved the puzzles and saw realised how long they took me. 

The atmosphere was really unsettling and palpable in this game and i loved that you tackled the horror from a less on the nose direction. It felt moody and queitly unsettling in a way that jump scares dont deliver. I felt like it was exploring something and making me think (not just about the puzzles). I dont really know what conclusions i've come to yet but Im really impressed a game jam game has sat with me like this at all. 

I saw in another comment you used a custom engine with three.js !? this entry would be impressive if you have used Unity, but to achieve this all in a limited time in Three js is amazing, congrats. 

Great job, really solid entry and definitly something i will be pondering for the rest of the night. 

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I hated this, I was on edge constantly 🤣, Really great polished entry and just nailed the whole package. 

The are was great, it gave me such a strong nostalgic feeling, if i wasnt constantly sweating ti felt like i was back as a kid playign N64 or ps1. The art style was supported by really nice effects, from the fog to the catch sequences and talking to grandma. 

The music and audio was used to good effect and stresfull. that scream and head til genuinly got me. 

It really feels like you nailed down what you went for, eveything works well together and theres a lot of extra little touches (i liked all the interactables in grandmas house). This really felt like a finished thing, not a game jam entry.  You nailed the pacing and game feel. 

My issue was i could never get lal the things, i got real close a couple of times and then paniced, which is i guess a sign of a horror game done well. I would have loved to finish but i have already been distracted form voiting for other games much longer than i intended! I will probably be back when i have voted some more just to see if i can beat it. 

Great job, thanks for sharing.

I feel like i did pretty well for my first shift!

This game was super charming and had bundles of polish. The art of was top tier and felt such a joy to interact with. It was very well implemented and the world felt full and rich and the interaction prompts etc felt coherant with the rest of the game. I especially loved little touched like the candy raining down on the complete screen. 

The ghosts, the sweets and the main character were all burtsting with personality and I wanted to know more. the music  added to the sort of intrguing charm of it all.

Everything worked well and the gameplay loop was fairly simple but elevated with all the polish. If there was a little more complexity i could see this being a really charming little time killer i came back to (especially around haloween).

Congrats on making such a well rounded polished final product for a game jam! its a great entry and im glad i got to play! thanks!

This was a fun experience, you really managed to create a lot and also add a lot of polish. 

The art style started simple but everything was charming and really fit the vibe of the rest of the game. However, when it split into 3d it really elevated it and it felt like you had a really clear and strong deisgn theme for the game. You made what was there really work and the bits of extra added attention with all the vfx or unique perspectives or implementations really raised it even a step further.  I think it says a lot that you managed to pack so much personality into the ghosts! 

The music was so effective. When i started i thought 'this is pretty cool, love the chip tunes' but when i continued playing it was the way you packaged everything together that really blew me away. the music transitions made some of the cutscenes really puncy and was super effective when the battle scene started. 

Finally i wanted to say the writing and humour was a lot of fun. It didnt take itself too seriously and was very effective at setting the tone and giving the game an identity that the rest of the parts could work with.

I feel like this game was a masterclass in how to really wield differnt things to make something shine even when you have limited resources (like time in a game jam). the biggest downside was that i wanted more and it felt like it was a small part of a larger thing (which i guess it is), however im already impressed with how much you achieved for a game jam so i cant really ask for much more 😅. 

Great job, well done!

This was an interesting concept and a fun idea.

I struggled with the rhytm parrying. The music and the visual queues were a really ncie touch, but i think there was just too much lag between my wirless keyboard and the game for my brain to compensate on. The system clearly works as i could see it could track 'late', 'early' and even occasionaly the correct one for me 😅I think maybe in a future iteration some sort of callibration option would work wonders. 

I noticed you credited the "art" with quotation marks in the description. obviously it is a simple style, but i think it worked well together and you made a good choice to keep it simple than try for a style that wouldnt work or wouldnt be able to stay consistent. I tihnk you took a simple style and used polish to make it feel more intentional and breathe. 

I think this was a great entry and I am super impressed you managed to make a rhytm game in a game jam 🤯it was fun, interesting and the beat is still stuck in my head whilst writing this.Great work!

I feel like this really hit the horror mark for me. It built at almost the perfect pace, going from unsettling to uncomfortable to starting to question myself at the perfect rate and im really glad you managed to complete the full story/game in the jam. I feel like you really explored with and delivered horror without relying on stereotypes or jump scares. There were so many little uncomfortable bits that forced you to just feel a little off or think about somethign uncomfortable without being too direct with the player. 

The art was a joy, it was coherant and the asthetic was absolutley nailed for what the game was trying to do. The 3d atmosphere felt right and had some nice touches (especially  the head falling off) and did a good job of not working against the game but creating a distinct sense of differtentness, like it was clear it was the 'real world'. The 2s art was great with the main character being super expressive and having bundles of personality through many differnt channels from the vfx to tthe writing. The background were also good and really consistent for selling this feeling of being stuck in a game world. 

The music was a little weak i think. The drone was unsettling but without much else to contrast it was a little distracting. The beeping when there was an error was super loud, which did alarm me, but then annoyed me 😅.

My biggest critisism was not being able to skip the text (like being able to skip the animating in) or speed it up in anyway. I know it creates a slow burn but i was finding myself becoming impatient and being a little less immersed because i was waiting to be able to continue. but i think in the grand sceme of things thats a pretty impressive thing to be the issue in a game jam game.

Overall i think the concept was really strong and amazingly well executed to get it all together for the jam! really creative, intriguing and fun. congrats and thankyou!

This was a great entry and i enjoyed playing it! 

Thankyou for providinf options for volumes! its always a welcome surprise in jam games! 

The art in your game was lovely, it was cohesive and fit the world really nicely also caryriong over to menus, vfx, your itch image and everthing inbetween. The lighting and vignette gave it a great moody feel that really fit the action of the game. The vfx like when the hands were getting close was a nice touch that made an already scarything even more pressureful and tense. I also really appreciated all the little touches (like the swipe in and out on scene change or the animation feel of the enemies pinging towards me, or the sfx and copy when you die). 

The music was great and the whole sound design fit well. the start music was partiocularly striking to me as it didnt feel like a steriotypical horror sounding track but it really drew me in and intreiguied me. There was something beautiful but melancholic about it. The audio in this game really supported the rest well

I was sad when my time with this game was over, however the ending was really punchy especially for a game jam, it really hit, great job.

Nioce work, great submission!

Wow, i feel like you absolutrley nailed the tense and creepy atmosphere of the ps1 era resident evil games. such a joy and surprise to find in a game jam entry, it felt really really good. 

The biggest issue i had is I cant progress very far. I know im missing _something_ but I just cant figure out what! I can get some bullets and kill the creepy thing but just cant figure out where to go or where to find keycards etc. I think this is completley on me and i know im being stupid😅I have not let this effect the rating though, as its a me problem and what i can see and do is really well polished.  I would personally appreciate it if you could ping me and unblock me though as i genuinly just want to see more. 

The sound design was good, everything felt foreboding, layered and reactive to what was happening. some of the sfx were a little loud, but in someways that kind of helped build the tension. the noise from the creature added to its discomfort too. 

The visuals were very well done, it lived and breathed that really distinct psx era. everything felt cohesive and you really made the style sing. The effects on the monster were particularly impressive, it felt very cool and otherworldy adding the how unsettling it was.  

The world building, both in game and in the description etc was niocely pulled together and really makes it feel like there is a world and lore i want to know more of. its intriguing from the get go and really draws you in. 

Overall, this invoked a feeling i havnt really had since resident evil 1 came out and as a kid i snuck into my brothers room when he was away to play it. what an awesome experience, you crushed it. well done and thankyou!

I think i should quit and be a spotligt operator, i was unstopable! 

This was really fun and unique, i loved the idea and how much you polished a simple loop to make it engaging. The lighting and outline shader were nice ways to give visual feedback on things and touched=s like everyone stopping, the lights goign orange and the bar refilling between songs felt really good. 

I felt like it was a little easy or could have maybe ramped up in difficulty faster. The presentation was so nice i felt like its something i could get lost in if there was a little more challenge to it. 

This felt really well polished! Everything had a keen attention to detail from the easing between animations, the choice of UI and the crowd dancing which brought a lot of life to the game. 

Great idea and nice job on the theme! congrats and thanks for submitting! 

The theme in this really hits the brief even to the point of the messaging of the level you cant play and the time being 'recording'

Once i got the hang of it i was unstopable kiteing the enemies around and dispatching them! I saw that you didnt make the art/music but i think you picked things well and they all worked well together and there was a nice variety. 

I liked it, nice work! 

unfortunatly I seem to be a victim of the spawning bug too (web version). However, its a game jam and these things happen and you provided other platforms, so I dont want to penalise you for it (and will try my best to extrapolate from what i was able to play :) )

I liked the vibe, it was fun and a little silly (in a good way), which suited being an animated pencil! The sfx and music fit nicely and everything worked together. I appreciated having instructions on how to do everthing (can be rare in game jams 😅) especially as you had to cater for mobile users too! 


EDIT!

I managed to get it working without the bug! I think it might have to do with playing the web build in full screen mode? I restarted and didnt fullscreen and the platforms all spawned much more nicely! 

Im glad i got this to work because even when it wasnt it was obvious some work had gone into it, there are lots of nice little touches (the way the penciel moves and shakes) and i could see the vision even when i couldnt get it to work. 

With the working version i got into the 50s i think! which, there is a speed up around 30 which is killer. Its got that high score element to it where you think 'ahh if i just try again im sure i can beat that!'. I would in the future love to see my high score on the game over page as i was often so focused on doging and weaving i want paying attention to what score i was on and then would die and not know. 

Great job, sorry you've been effected by the curse of the web build! but im really glad you submitted because that was fun! 

This was really interesting. I loved the approach to world building here and the sort of 'cursed monkey paw' in all my decisions. the constant 'yes you fixed X but it caused Y' as it upped the stakes into ever more and more crazy and ridiculous ways was really enjoyable. 

I feel like you really nailed the themeing and identity you were going for here. it felt satirical and off the wall and a litttle mad but used that humour to deliver something quite thought provoking and interesting (especially given my ending). Each step had some differnt joke, delivery or polish to keep me interested and wanting to see the outcome of my next move. Some personal favourites were #carbageddon, napresistance cells and the news tickers. All the little touches made it feel very immersive.

Overall I think this was a really good entry that I throroughly enjoyed my time playing. 

Have you ever wanted to skate across the world, have you ever wanted to avoid comically large cacti

Finally, somone who gets it 😅

This was a unique and interesting mechanic which also implemented the theme quite well im my opinion. It is a little basic, but actually a little addicting when you get into the flow of it, I ended up playing many more times than I thought i would because I wanted to beat my score. Its one of those games where if there was a leaderboard I would keep going till i managed to get  on it. 

I thought this was really unique as a game and a great job for your first official game jam! I know you know because you commented it, but with some sound effects and music this could be a really solid micro game like super hexagon. 

Great job, thanks for the submission!

This was an interesting mechanic. I feel like you end up in a flow state and everthing feels really good! 

I wish there was some protection for accidentally clicking on the upgrade screen. I would be so focused on not being hit that i would accidentally click throuhg it quite a bit 😅.

Theres a really solid loop here and as you said you are going to continue working on it im excited to see where that will go! nice job, well done! 

hah, this was a fun and enjoyably silly game. 

Immediatly drawn in by the name and it deliverd exactly what i thought. I did not last long before being fired and did not even get _that_ many followers.

Every interaction offered something a little differnt and delivered in the same whacky sense of humour made the whole game feel like an cohesive experience. The art style worked well with the game and gave a coherant identity working well together. 

thanks for the submission and making me chuckle! nice work!

This was an interesting game and a interesting setting and idea. 

In my playthrough i survived with just the children but the mum got killed by geese 🤣.

The gameplay is simple (as is the nature of this genre) and well implemented and compelling. Its impressive you managed to make multiple endings in such a short time frame and the events and flavour text were all interesting and well done. 

I feel like this game has a really good sense of identity. All the parts work well together to combine into this experience that is fun, compelling and well themed. its a little tounge in cheek but never so silly that its not still interesting. I think you really did well walking the line with that and it paid off! 

The ggraphics and audio worked well together and the music was a good choice. I especially likes some of the characters reactions to things and how they were drawn (like the daughter going crazy). 

Very ambitious entry and i think you really pulled it off, thanks! 

Theres a solid base and a lot of impressive stuff to implement given the time constraints! The core loop of wave, defend, pray works really well and its obvious where you could go with the idea (differnt prayers/statues to upgrade differnt things, more enemies, more weapons), but Game jams are such a crunch that i think you did a good job to get the core working. 

Fighting the wolves felt satisfying by trying to bunch them up and shred throuhg them, especially once my firing speed was upgraded! 

nice job, well done! 

I feel pretty proud of my score 😤

This was a fun idea and though it started simply it soon got wildly chaotic and i was just smiting everything and desperatly trying to avoid the skulls! everything worked well together and felt like one cohesive experience which i think you did a really good job on. It also felt really fun to be zeus and hurl thunder bolts around, though i think that could have used even more juice (screenshake, sfx, particles) to really sell the feeling, but thats a tough ask in such a short time period. 

This is the type of game that with a highscore table i would keep playing just to try and get on it! (again, pretty impossible given the time period, but definitly shows the solid base you achieved!)

Overall i loved the idea and had fun playing, thanks for the submission! 

There is a simple really interesting framework here with lots of systems ready for a more full game. 

There is loads of nice bits of polish, like the music notes, the way the van bumps up and down when it moves and the seperate reversing and drivng audio. Also the driving and world spinning mechanic in general is really cool and well implemented. I feel like there is a really solid groundwork here and id want to play a more fleshed out version of it!

Cool idea and lots of great implementation, thanks for your submission! 

ooooooooo, very disconcerting and atmospheric! I dont want to give much away but I liked the ending i got, it really made me think and changed what i thought of the game.

I see that this is your first 3d game? if so you really nailed it in my opinion! The atmosphere, the suspense and lots of little touches kept me on the edge of my seat. The assets all worked well together and you made the most of them, The audio really worked with ther more simple graphics to make it feel like an isolated and unconfortable linimal space. Then things like the notes, thoughts and the way each day started were extra touches that added to the immersion. 

The audio was really well done and used to great effect. everything felt unnerving. 

I thought the pacing was very well done, especially for a game jam! everything felt like i was lost of confused just long enough before i figured it out. 

Overal a really good entry (even if it made me uncomfortable). I can see how much you put into this and it really shines through! 

Also, thankyou for putting a volume control option in! thats always super appreciated in game jams! 

Thanks for making this, good job!

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I really enjoyed playing this, thanks! 

The core gasmeplay was simple to pick up but the very frustrating (in a good way) as i realised i am terrible at typing 😅. I liked how all the words were themed nad there was enough variety to keep me guessing (and tried to pre-empt a lot.... whcih caused a lot of loses!) 

The sound and feedback gave it quite a lot of juice which made the mechanic feel really good, it felt satisfying to type. The fail music was a ncie touch and it was well done to let the player quickly restart.... it meant i spent way more time 'just giving it one more go' than i intended to when i started!  
Tthe themeing and graphics were really charming and cohesive, everything felt like it belonged together and worked well with the only exception maybe being the timer bar (and the rouge "new text").  However, one of the sentances was about this being your first game, which if thats true is incredible and you really smashed it with this! Unitys UI is a pain when your used to it so just getting it working in a first game is a feat!

Also thankyou for adding a volume control! its always appreciated!

Great work, cheers!

Sorry. Try it now? 

hmmm, what browser are you using? Its quite a big file, maybe you could give it an extra couple of minuites incase its just it being unoptimised? 😅. Thanks for leaving such a lovely comment even though you didnt get to play :) 

oohhhhh! ok that clears it up :) I would take my feedback there with a pinch of saltbecause ive been playign loads of games back to back so it is probably just my tired brain! (or i skipped something by accident in the tutorial!). I will try again with this new knowledge, but i will have to find something else to blame for my lack of skill :p 

WOW! This game was POLISHED!

I really enjoyed this experience and every aspect had so many little details that were a joy to find. It fel like a game that was incredibly simple to understand but had more and more depth the more you looked into it. 

The general premise of the mechnic was interesting, but i felt like you really, really leant into the designs of the bosses to explore that central mechnic in unique and interesting ways. It really made something that i assumed was simple into a deep and rich mechanic. The little bits of polish in the platform jiggle and sound effects also helped sell it.

I loved the way the boss's were presented in the little capsule machine. Each boss had its own personality that was realised in its unique move set and gorgeous animations. The graphics in general were great and the whole thing had a really well implemented  style that was incredibly effective. It was just very cohesive, everything had its place and was used to great effect. It was playful and bouncy and just lovelye to look at whist still being accesable (and even invcluding accesability options in too!) 

The sound design worked well with everything from the slightly ominous and mysterious music to the punchy sfx and the little half chatter noises. It really was the bow on an already outstandingly presented package. 

This felt like a masterclass in creating something apporachable but deep, simple but complex and beautiful but approachable. and above all else it was really fun. 

Absolutley amazing work, top marks, loved it! 

I found it really tough to beat any of the bosses but i kept getting so close that id just 'have one more go'

I thought the use of the theme was well done and each of the bosses had its own feel and energy. Picking up the ammo and health was a fun twist, though i feel like maybe it could be a bit more forgiving,
I liked the boss's had differnt phases as it meant i had to switch it up as i progressed throuhg the fight. It kept the fights engaging and fun. 

I thought this was a neat mechnic execute well. great job

I think you broke my wrist😅I had fun playing this but it was really tough! The only boss i managed to beat was the avacado but i died just as i hit the last strike. 

The take on the theme was good, although the controls were uncomfortable and a littl hard. The character moved well and the teleporting worked nicely making you feel good when you last minute teleport out of danger. 

I thought the boss design was good and varied, each differnt boss felt unique and was interesting to fight andf figure out the mechanics. 

The music fit the bosses well and matched the energy of what was going on witth the screen. The soundeffects worked well and i like the little intros for the bosses. 

nice work, well done!

This was really fun! I wasnt very good at it but after playing for a bit it kinda clicked and i started feeling more fluid and powerful! 

The gameplay was tight and the spin mechanic worked really well. I cant imagine that was easy to get working as smoothly as it does! I thought it was a bit gimicky at first glance but i really started to understand how it worked as a core mechanic and strategy as i got better at the game. Trying to conceptulize and plan with it was difficult, but i think it really added a great extra dimension to the rest of the fast paced action. It also felt super satisying when you denied a boss attack at the last minute by spining the block your on.

The controls worked and the tutirual was really helpful. The only critisism i had was there was a lot of controls and i want really sure why you needed to entry spin mode to attack? maybe i was just missing something, but it took a while for me to figure out why i couldnt attack at first. This is a minor point thought because once you get used to the controls and mechanics it all works great, so it could just be a skill issue or learning curve. 

The art was nice and all worked toghether to provide a really cohesive and unique style. I thought it was elevate by lots of bits of polish, from the curor changing color to show information off the flashes when you hit things or the laze trails showing where they would go if they wernt blocked. Everything felt juicy and grounded and really worked well together. 

The music was also great, it fit the rest of the game and was  funky fresh. It can be easy to over do the musics intensity in games like this but I think this walked the line well between ebeing engaging but never too much. The soundeffects were also well done and didnt become annoying. 

Really solid all round, great work! thanks!

Hmmmm.... i may have got a bit lost in playing this....

But seriously, congrats on something that not only grabbed my attention this long but also just held up to being pushed way past what i think its intended limits were! 

The mechanics of this were unique and fun and really well implemented. they worked well together and felt really tangible. Scanning the items felt good and the stress meter felt tense! Everything worked well which is a little surprising when physics mechanics are involved! 😅The upgrades felt varied and fun and allowed the player to try for differnt 'builds' 

The graphis were cute and nicely implemented and everything felt like it fit together along with the music and sound effects. everything felt like it was doing its job really well and all working cohesivley. 

The main star of the show however has to be the polish. from the music speeding up, the little flash of the items as you scan it, the customers faces, everything i did in this game felt good and had some feedback. even just the rare upgrades being a differnt colour was a nice touch. All these little bits of polish make for a really nice feeling entry that feels less like a game jam and more like a demo or even just a level of a finished game. Really great work.

I think any criticism or feedback i could offer would just be around balance and content, but i think given the context of the time frame you made that in its not particularly helpful because you did a great job on those parts when you consider its made in 2 weeks. 

This stole my attention and i think you own me a new mouse 😅 I ended up playing this for quite a while and was on level 3000 by the end. 

I really liked the way the mechanics worked together, i thought it made for an interesting sense of progression and was very intuative. Im not sure the autoclicker was balanced though as it never seemed to be worth it compared to upgrading the manual click? 

I think the level difficulty ramp was good with the game being fairly easy at the start but leaving it to you to ramp it up as you select which level you want to play. I really liked leaving it in the players hands as a sort of risk vs reward situation as to whether it was better to play a higher level for less time, or play it safe and say in the air longer. I also thought the portals home were a nice touch.

Graphically it was ok, though i think it didnt end up having a strong visual identify. What was there was nice and it was clear what things were and telegraphed mechanics well to the player but i think it could do with some more variety. I liked the fire effects on the rocket, and the bounce and squish of the fuel as you clicked it, these are the bits of the visuals that really shined!

This was a good implementaiton of the mechanics and is clearly fun to play I think theres a lot of ways to go forward with this or eeven just really focus on polishing whats already here to make it even more adicitng! 

This stole my attention and i think you own me a new mouse 😅 I ended up playing this for quite a while and was on level 3000 by the end. 

I really liked the way the mechanics worked together, i thought it made for an interesting sense of progression and was very intuative. Im not sure the autoclicker was balanced though as it never seemed to be worth it compared to upgrading the manual click? 

I think the level difficulty ramp was good with the game being fairly easy at the start but leaving it to you to ramp it up as you select which level you want to play. I really liked leaving it in the players hands as a sort of risk vs reward situation as to whether it was better to play a higher level for less time, or play it safe and say in the air longer. I also thought the portals home were a nice touch.

Graphically it was ok, though i think it didnt end up having a strong visual identify. What was there was nice and it was clear what things were and telegraphed mechanics well to the player but i think it could do with some more variety. I liked the fire effects on the rocket, and the bounce and squish of the fuel as you clicked it, these are the bits of the visuals that really shined!

This was a good implementaiton of the mechanics and is clearly fun to play I think theres a lot of ways to go forward with this or eeven just really focus on polishing whats already here to make it even more adicitng! 

I got the promotion 🥳🥳I ended up on 105 boxes with the best day being 19! I really enjoyed the 'aha' moment when i realised that the boxes you learn always have the same pattern..... though i sucked at remembering them. 

I thought this was an interesting premise and it had a pretty good difficulty/introduction ramp so that i always just wanted to do a bit more to see what i could get.

I liked the art, i thought it gave the game a fun and surreal sort of feeling that went well with the writing. It was made even better by lots of little bits of polish like the wiggle of the arrows and the way the boxes shrunk and flew out the other side of the machine. I also really enjoyed steadily seeing more people in the background just bopping along and there expressions were making me laugh. 

The music was good though it got a little repetative, but i kinda think that works with the premise of the game.

Id definitly be interested to see what you would implement if you took this further, though id be a bit worried cause i already ended up playing it more than i planned to 😅if you carried on that level of gradual mechanic introduction i think you could get me hooked! 

Great job, well done! 

Wow! i loved the vibe of this and the idea was so novel and interesting. 

I thought the mechanics were a cool idea. I had some difficulty at first because i was standing on the fulcrum instead of next to it, but once i picked it up I was unstopable! 7 deaths at the end 💪. I thought the mechanics were well introduced bit by bit and the way they interacted was good and made for some engaging gameplay. Repelling the geists felt satisfying and winning a level felt good. I wish there were more levels, but thats a good sign because i obviously enjoyed it. 

The art is lovely, the style is really fitting and everything works well together. The cutscenes were a great touch and it made the game feel super polished. 

The soundeffects and music were well balanced. they added a thick layer of atmosphere to the game and gave a strong sense of forboding. It really fit well with the graphics and gameplay. 

I liked that you provided options, its always nice to be able to tweak sfx and music and is much appreciated! 

Thew only feedback I would have on improvement is to tighten up some of the hitboxes (or telegaph them more) and more content! its a really cool idea with loads of potential! great entry, well done!

I completed this but the bandoleer came in clutch cause i made some _poor_ choiced before. 

I like the mechanics of this and everything seemed to work well and as expected. It took some trial and error to figure a few things out but in the end I opted for hyper agressive and just facetanking the defence round 😅. I wasnt sure what the differnt colour dice did? but it didnt matter because I managed to crush the skeleton army anyway💪

I liked the pixel art, the weapons and enemies all felt cohereant with each other ansd had some good designs. I think in the future being able to bring that same level to some of the UI and maybe backgrounds would really round the look off and bring the game visually together to have a clear artistic stamp/style. 

The dice rolling was a cool effect and made the rolling feel solid. I think if you brough that polish to some of the other parts of the game it would really elevate it. I did like how the dice sort of applied one at a time, I think addinf some soft of sfx or vfx would work really well for that. 

Overall i thought this was solid mechanic wise and an interesting starting point that has loads of potential to be expanded in a bunch of differnt directions. Great job!

This was a really nicely presented and fun puzzle game. I think the mechanics worked well together and you did a great job of slowly inbtroducing concepts to the player and exploring differnt ideas as the levels progressed. The tutorial text was clear and helpful. I thought the actual mechanics were well implemented and everything, at least on my playthrough, worked really well. I saw you put quite a few times about the 'Wonky physics' but i wouldnt worry too much about it, I think people expect some oddities with physics based games and its part of the charm! 

I found it a little unintuative that the distance of the mouse controlled the power. My muscle memory kept taking over and assuming that it was how long i help the mouse down for, so id just have to watch the ball pathetically dribble away out the cannon at no speed quite a lot 🥲.  That is on me though i think. However, i really would love to be able to just re-shoot without replacing the door! especially when i kept messing up.

I think the level select was a nice touch and you have a good amount to show off the mechanics and what the game is about. Obviously would have been great to have more, but I think you managed quite a lot for the time period and its better to leave people wanting more than rushing and having more but worse levels. 

The graphics were lovely. I adore the gold/orange and purple colour theme, it really made the game stand out and cemented its identity. The sprites were well made, clear and the subtle bits of texture on them were really nice. I think your game looked great! 

The sound effects were good and well implemented to give the mechanics some weight.  everything felt fairly well equilized with no effect being overpowering. It would be good to have some chill background music next time though! 

The little trail following the ball was a nice bit of polish as was the cannon animation when you shoot. I think even more things like this will go the extra mile to elevate what is already a really good foundation and a solid game loop! Shooting the cannon _feels_ really good, and if you could bring that same game feel to some of the other parts (like the level cleared popup etc) then this would be perfect! I think its really impressive you managed to get this much done to such a high level in the time frame, but it definitly just makes me hungry for more! 

Really solid entry, I had a lot of fun and id be excited to play more levels of this! great job!

This game made me feel really stupid.... and then really clever.... and then really stupid again 😅. It was fun and engaging and I spent quite a bit of time on it. Unfortunatly my best run was cut short because i clicked the "PEDMAS" title, not realising it would send me back to the menu! 

The mechanics were really well implemented and i dont think i found even a single minor bug in the whole time i played. I thought the attack & defence mechanic was really good and lead to a sort of risk v reward mechanic of choosing which to prioritize. Having the doom counter tick down in the background was a great idea to disentivice just sitting on the defensive!

The randomness was a little frustrating, however i think adding in the special dice/powerup mechanic helped counter that a lot. I felt like i coudl counter the RNG by strategically picking upgrades to enpower the player to try and mitigate it (I ended up picking a lot of extra maths dice cause the pesky '+' dice never seemed to want to show up!) 

The graphics were simple but complimented the game well and didnt distract from the gameplay. I thought the little effect of the dice shaking when you rerolled was great and really added some nice weight to the action. I think more bits of polish like this would be really impactfull and help sell the solid core you have here. 

Other than that you have already identified what would be great to tackle with this next in the settings menu :) I agree with most of them but actually think adding more functions (like brackets) would over complicate it. I think with some balancing and differnt enemy mechanics the core +=/* really provides enough, especially if you dial in the difficulty ramp! 

Great entry, i really enjoyed my time with it and am impressed you managed to squeeze making a roguelike into 2 weeks! nice job!


(Ohhh and i guess the other problem is im team BODMAS all the way! down with PEDMAS!!! though i liked what you did with the acronym)

Straight of the bat this did a great job at taking me back to 'Zapzone' and other laser tag places from my childhook. The map, layout, scoreboards etc were all spot on for creating that atmosphere. 

The enemies and the world gave a interesting fututristic impression that made me interested in the world. There was definitly a forboding atmosphere to it all and it felt very dystopian. I would like to see a little more variety in the enviroment if you carry this on. I think the layout was great but maybe some environmental hints at the story/world building? 

I though the glow/neon/effects were all very fitting for the setting as well as things like the healing stations see throuhg doors.  I also liked the way you chose to display health on their chests, It really kinda sold the robot thing and for some reason felt quite menacing .I would personally speed up the enemy dieing animations or remove the model and leave only the effect, as it felt a little slow compared to the fast pace of everything else. 

I could see work went into the AI so was trying to track them and see what they did. A good sign was I started to get a bit paranoid 😅. Im _sure_ i saw one climb through one of the holes, but didnt see it again so am not sure if i should trust myself. I did notice though that they patrolled and had aggro. Some of them seemed more verticaly inclined than others and the ones that ended up just staring down from atop the walls were menacing as hell, it reallly amped up the atmosphere. The biggest problem I had with the AI was it ending up trapping me in the corner and bunching up. Apart from in that scenario it was really effective at sort of selling the being hunted feeling, but when there were loads just milling around, that was lost a bit. It did give me a good chance to admire the models/effects and experiment on seeing how much damage my gun did. 

At the start the overheating mechanic was so frustrating. However, I think it was implemented kinda perfectly. It felt bad at the start because i was just using muscle memory from other shooters and feeling penalised. It left me feeling a little underpowered and spending more time running than shooting, but this ended up realllly selling the whole 'trapped by killer AI' feeling. I felt like a rat in a maze. Then when i stopped working against the mechanic and understand it I ended up balancing my shots and letting it cool manually a little between bursts. This made an interesting risk v reward mechanic where in some desperate situations I ended up choosing to just unload my entire clip till it overheated and then scurry away.

Using the health stations was a little confusing at first too. It sorta had the same effect as above where it sold the feeling and i was relieved when i finally realised i needed to enter them and not press a button or something. Seeing the door finally whoos open and give me some safety was a relief. I thought the effects of the transparent doors, timer and sounds were all really really well polished and kinda made th healing a bit of a set piece. Like it really felt solid to heal back up and the game telegraphed it really well. 

The music was good. I think for this sort of game you kind of want the music to add from the background and not take center stage, which i think this did well. It certainly added some atmosphere but i think there is room for some variety. 

The soundeffects hit the tone of the game well however i couldnt actually work out what some of them were 😅 some of the beeps didnt feel connected to things, or I wasnt able to link them anyway. 

The UI worked and the theme/styling fit the game. I think there are probablys ome accesability issues with yellow on pink 😅but personally I really like the asthetic and its a game jam so im not sure there time to worry about some things 🤷. Im glad to see an options menu and it was nice to be able to fiddle around a little, however cranking it melted my PC, so i think the default settings were probably correct, at least for me. Finally the highscore table was a great touch, especially for a game like this. Seeing it at the start gave me immediate buy in and really gets the player interested and invested. Unfrotunatly, it looks like im not great at the game.... but i did at least make it onto the leaderboards! 

Overall I think this is a really great foundation and pretty amazing to pull together in 2 weeks! I think theres a lot of exciting things to explore here and I am excited to see the story fleshed out, more mechanics for variety and even more polish on top of whats already there. good job!

I was not ready for how intense this got for how cute the art is! 😅 

I thought the mechanics were an interesting risk vs reward and worked well together. The first tim i played it felt way too hard, but as i gave it a few more goes and got into the swing of things it balanced out really nicley. it got to the point when i atracted the herons and managed to stealth away with perfect jumps I felt unstopable!

The mechanics were solidly implemented, it felt really nice to play and there was a lot of polish to things. The screens at the start and the win screen are so adorable.

I really enjoyed playign this and think it looks great, congrats on the submission and unique mechanics!