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A member registered May 02, 2025 · View creator page →

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Great job! I love how the enemies actually track you — getting that pathfinding right is tricky, and it really makes the game feel alive. The enemy animations are smooth and satisfying to watch.

A few things that could make it even better: I noticed a small bug where the enemies keep moving when the game is paused. The pause panel could look nicer if it were semi-transparent. The obstacles also feel a bit blocky compared to the rest of the visuals, so a little extra polish there could go a long way.

Keep it up — you’ve learned a lot from making this, and that experience will definitely help in your next project.

Thank you so much! I’m really glad you enjoyed it and appreciate the kind words.
¡Muchísimas gracias! Me alegra mucho que te haya gustado y aprecio tus palabras.

Thanks! I’m really happy you liked it—feedback like this motivates me to keep developing and adding more to the game.

Thank you! Your feedback is really motivating and inspires me to keep working on the game.

Thanks! I’m glad it smoothed out for you—my goal was to make movement feel responsive while still letting the gravity mechanics have a real impact, so it’s great to hear that clicked after a bit of time.

Thank you! I’m really glad the gravity felt right—I wanted it to be both impactful and smooth, so it’s awesome to hear that came across.

Thanks a lot! I’m really glad you enjoyed it.

Thanks! I’m really happy you enjoyed it—I wanted to create something fresh and chaotic, so it’s great to hear that it felt fun to play.

Thanks a lot! I’m really happy to hear you enjoyed it—I’m glad I could create a fresh, new experience for players.

Thanks! I’m really happy it felt fun to experiment with the gravity and bullet curves. I aimed to make the mechanics both challenging and responsive, so it’s great to hear it sparked some creative maneuvering!

Thank you so much! I’m really glad you enjoyed the gravity mechanics. I tried to make the controls feel smooth while still letting gravity have a real impact on gameplay, so it’s awesome to hear that it added to the chaos in a fun way. I also have ideas for adding more variety — like gravity-based bosses, special gravity events, and possibly other game modes — so hopefully future updates can explore some of that!

Thank you so much for your kind words! I’m really glad you enjoyed the gravity mechanic — I wanted it to feel impactful but still intuitive, so it’s great to hear that it clicked after a bit of practice. I also appreciate you noticing the music and art style; I tried to make everything feel cohesive. Your feedback means a lot!

Thank you so much for your feedback! I wanted to bring something new to a well-established genre, so even players experienced with top-down shooters would get a fresh challenge learning the gravity mechanics. It’s great to hear that it felt engaging!

Thanks so much! I really wanted gravity to feel like it genuinely affects the gameplay, making every move and shot matter, while still keeping the controls snappy and responsive. I’m thrilled to hear it kept you on your toes and made the experience fun—it’s exactly the feeling I was aiming for!

Thanks a lot for the kind words!  Really glad you enjoyed the gravity mechanic and upgrade system.

As for the controls — during testing the W/S + mouse setup felt the smoothest to me, especially around anomalies, since it pushed players to use movement as part of aiming. But I’ve seen that feedback is mixed, so I’m still thinking about what works best — maybe I’ll experiment with alternative control modes later.

Thanks so much! I’m still figuring out the controls — during testing, the W/S + mouse setup felt the smoothest to me, especially when interacting with anomalies. It also seemed to encourage players to focus more on movement and use it as part of aiming. That said, I’ve noticed the feedback is pretty mixed: some people really like it, while others find it unintuitive or restrictive. I’m honestly not 100% sure which approach works best yet, so I might try some A/B testing or experiments with different schemes in the future.

Thanks a lot! Sound design isn’t really my strong suit — I actually tested a couple of shooting effects, but I didn’t like how they turned out, so I left it as it is for the jam. That said, I’ll definitely think about adding proper sound effects in the future — especially the idea with gravity, I hadn’t considered that before and it sounds really cool!

Really interesting take on the chaos theme! I loved the variety of pretty unique mechanics — overall, the originality here is top-notch. Venus spins backwards compared to most planets.

As a small gameplay tweak, maybe adding one or two lower petals to the flowers could help players climb back up if they fall without having to restart — it shouldn’t break the flow but would add a nice safety net. Jupiter’s Great Red Spot is a giant storm that’s been raging for centuries.

Overall, this is a really solid prototype, and with some visual polish, it could turn into a truly promising game. Mercury is the smallest planet in our solar system, even smaller than some moons.

Keep up the great work — really excited to see where this goes!

Really liked the concept — it’s a very creative and original take on the theme! The models look nice overall (maybe the sauce bottles could be a bit clearer), and the visual style works well. I think adding more visual effects for hits in the future could make it even more fun — after all, what’s more chaotic than some blood and guts flying around?

Even though I read the tutorial carefully, it still took me a while in-game to realize I had to turn around with F — a small visual hint there would help a lot. Or maybe even rework that part entirely, like placing the revolver on a table so you naturally switch to it and not limiting the turn at all. As another idea (just from the atmosphere), it would be fun to be able to shoot inside the diner at will — maybe with some consequences for doing so!

An interactive tutorial would also be great to guide players through the mechanics (not something you’d expect in a 3-day jam, of course — just an idea for the future).

Overall, I had fun with it and really liked how you combined two completely different gameplay styles into one chaotic experience!

Really enjoyed the destructibility — it’s such a perfect fit for the jam theme! The gameplay is fun and satisfying, and I like how the visual style is consistent throughout. The models look clean and fit the game nicely.

For the high score at the top, maybe it could be labeled more clearly as a record, and it might be cool if it only popped up when you’re close to beating it — would make it feel like more of an exciting moment.

I wasn’t completely sure what some of the bonuses do — probably because the UI in the bottom right is quite small in fullscreen (at least in the web version). Maybe showing them in a more visual way, like a little shield icon near armor, could make it clearer.

All in all, it’s a really fun game and a great take on the theme — I had a blast playing!

Really liked the visual style — the game has great visual feedback and a mechanic that isn’t overused. I also enjoyed the author’s interpretation of the theme — very original!

It could use a bit more polish around the gameplay flow — even a light in-game tutorial would help, since some interactions aren’t obvious without reading the description. A restart button on the Game Over menu would also be nice.

As a suggestion for the future: maybe add more in-game UI, like an HP bar for flowers, or even better, show their condition visually in some clear way (of course, that’s not something you’d expect from a 3-day jam — just an idea for later).

Overall, really creative take on the theme and fun to play!

Really fun little tower defense-like game! The core mechanic feels fresh (maybe even original?) and the visuals look nice.

It took me a while to realize you can actually move around the map — a tiny hint there would help a lot. Also, in the tutorial I found myself wanting to click on stuff — a bit of interactivity there could be cool.

Also spotted a small visual bug on the Game Over screen: the high score text is kinda squished and shoved way off to the right.

Cool concept overall, looking forward to seeing where you take it!

Really enjoyed this one! I ended up sinking about an hour and a half into it without even noticing the time fly by. Couldn’t actually beat it though — best I managed was taking the boss down to 25% HP.

The visuals are gorgeous, and overall the polish is top-notch — everything feels really smooth and satisfying.

One small suggestion: consider adding an auto-fire option. There’s literally no point in ever letting go of LMB, and my hand started to cramp up after a while.

The visuals and sound could use a bit more polish, but it’s clear that a lot of effort went into creating the mechanics and assets — really impressive work!

I wasn’t entirely sure about the bullet trails that wiggle around — maybe it’s just me being a bit picky, but it didn’t quite click for me. Also, I noticed a small bug where pressing Q repeatedly might cause you to fall through the map.

The mechanics could use some fine-tuning, but overall the game has great potential. Keep up the great work and keep pushing forward — you’re definitely on the right track!

Hey! Nice job on this — the control concept is really funny and original, and it may be has a potential to grow into something really cool!

The game feels a bit rough around the edges overall, but that’s totally normal for one of your first projects. Also, if you crank your mouse to 16,000 DPI, the chaos really kicks in — fits the theme perfectly!

For a beginner dev, you’re off to a great start — keep experimenting and learning, you’ve got this!

Really loved the pixel art — the background and towers are beautifully drawn and look super polished.

One thing though — I wasn’t quite sure what the third tower from the left does. A little more explanation would be awesome!

Best wishes with the project, keep up the great work!

Hey! I gave it a spin — sadly, for some reason the WASD controls didn’t work for me, so I couldn’t fully enjoy the gameplay. Might be some kind of bug — I can share more details about my setup if that helps.

That said, the soundtrack and sound design are really solid and fit the chaotic vibe well. Visual effects are also pretty nice overall and add to the atmosphere.

Shame I couldn’t dash around blasting stuff, but the style and audio definitely show you had fun making it. Hope you keep developing it — feels like there’s a lot of potential here!

Hey! I just tried Mosquito Wars and I gotta say — the idea is super unique and perfectly chaotic, really fits the theme. The whole “fight the mosquitoes” thing is so random in the best way (i also hate mosquitoes).

I know the game’s still rough — the visuals could use some work (would love to see a cool splat or effect when you take down a mosquito), and the gameplay feels a bit raw, but hey, with only 72 hours to make it and it being one of your first games, that’s totally expected. With each new game you make, you’ll just keep getting better and better.

One thing I noticed — when you go into “Check Directive,” the timer doesn’t stop (I think this minor bug can be fixed during the voting period)

Anyway, great start! The chaos vibe is spot on. Keep making games, I’m sure you’ll level up fast!