I already saw yours on the submissions page and added it to my list to play! I’ll definitely try it tonight. In the meantime, if you’re up for it, feel free to give ours a shot. Thanks!
Nandez
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Heya! Thanks a lot for the feedback!
Yeah, I totally get you.. Navigation ended up being one of the trickier parts, and the bare-bones version of the minimap definitely didn’t help. We had plans for a clearer system and add things like a more visible player marker or even a compass… but you know how it goes… the clock ticks faster during a jam.
Really appreciate you taking the time to share your experience!
Thanks a lot! Glad you enjoyed it.
Yep, fair point about the repetition. The core loop is pretty simple in this jam version. On day one we went a bit wild with plans to add planet specific mechanics and more variation, but as expected, time caught up with us. Definitely something we’d love to expand on in a future iteration.
Really appreciate you playing and sharing your thoughts!
Hey, thank you so much! Really glad you enjoyed it and noticed the effort behind each planet, that means a lot!
You’re absolutely right about the minimap: the original idea was to include a proper compass and even a wider world view to make navigation clearer, but we ran out of time and had to ship a simpler version. I get you, getting lost for five minutes in this case wasn’t exactly the intended mechanic… though I guess it fits the “strange places” theme a bit too well.
Really appreciate the feedback! It helps us see what to improve if we revisit the project!
Heya! Nice one you have here! The art is really good! That’s definitely the highlight. That said, I felt a bit lost at first. If you jump straight into the game without reading the page, it’s not very clear what you’re supposed to do. Some more in-game guidance or feedback would help a lot.
I also noticed that if you don’t play in fullscreen, the canvas doesn’t fully resize to the viewport. And at one point (maybe after switching fullscreen on and off?) I was able to walk past the map boundaries… not sure if that was intended or just a small bug.
Overall though, solid man! Nice work!
Well thank you for taking the time to write such detailed feedback! It really means a lot.
Much of the points you mentioned were actually part of our initial scope: compass/navigation hints, running/dash (actually running got included, just hold “shift”), improved HUD feedback, more environmental interaction (gravity, platforms, etc.), and richer cosmos presentation, day 1 was full of ideas. Unfortunately time hit us hard and we had to cut many of those features to make the jam deadline.
You’re also right about some planets feeling less detailed, the later ones were built under heavier time pressure. We ended up creating a script to help us to place prefab assets quickly, which explains some of the floating objects. And yes… hand-crafting level design on spherical worlds takes way longer than expected, man Unity editor movement becomes chaotic!
As for the collider issue, yep… that’s on us. A few hours before the submission we were troubleshooting a strange behavior and we end up disabling some colliders for debugging reasons.. short story? we forgot to re-enable them.. :)
Maybe we’ll do a second iteration to bring in some of those missing pieces, so we really appreciate the thoughtful breakdown. Many thanks!
Heya! Amazing work here! I really enjoyed playing it. Even though the chaotic controls are clearly intentional, if I may suggest one small tweak, it might help to add a subtle hint of which direction the idol is facing. It could make things a bit clearer without losing the intended chaos. Overall though, great game!
Heya! Amazing work you have here! I really enjoyed playing it. The movement and the art style actually reminded me of ADOM, an old ASCII game I used to play years ago.
If I may suggest a small tweak, the player movement could maybe be a bit faster, especially when restarting after failing near the end. It would help keep the pacing tight, but in overall, great job!
Thanks a lot for the feedback! Really glad you enjoyed it!
Yeah, we aimed pretty high with each planet. The original idea was to introduce mechanics like gravity variations, environmental interactions, and unique platforming elements so each world would feel mechanically different, not just visually distinct. The goal was to move beyond the basic “explore, find, activate, return” loop. Unfortunately, time caught up with us and we had to ship a much more stripped-down version of that vision. But the foundation is there, so maybe a future iteration can bring some of those ideas to life.
Really appreciate you taking the time to share your thoughts!
Heya! I’ll be checking out your game later tonight. If you’re up for it, I’d love for you to try mine as well. Feedback is always welcome: https://itch.io/jam/brackeys-15/rate/4300657
Heya! How’s it going? I’ll definitely try yours tonight. In the meantime, if you feel like giving mine a shot, I’d really appreciate it: https://itch.io/jam/brackeys-15/rate/4300657
Heya! How’s it going? I’ll definitely try yours tonight. In the meantime, if you feel like giving mine a shot, I’d really appreciate it: https://itch.io/jam/brackeys-15/rate/4300657
Heya! Really nice work here. As others have mentioned, the art and audio are top-tier. The voice acting especially caught me off guard in the best way. The gameplay loop feels a bit flat in the early stages, but once you unlock a few upgrades it becomes much more engaging. If you’re planning a future update, one suggestion could be to lean into a stronger difficulty curve; start very approachable (even tutorial-like), then ramp things up as the player progresses. That kind of progression could make it even more addictive. Overall, great job! I really enjoyed playing it.
I really liked the art style, it fits the jam theme very well. Even the menu felt intentionally strange, so thumbs up there.
That said, I struggled a bit with the playthrough and couldn’t quite make it past the tutorial The mechanics felt a little confusing to me, so maybe a bit more onboarding or clearer feedback could help players ease into it.
Heya! Nice work with this one! The artwork was really beautiful, and I liked how the theme and message had some real depth to them, it gave the game a strong atmosphere. Allow me a few suggestions from my playthrough: it would be great to have an option to skip dialogues, specially thinking on second runs or even if you get to release a more extended version. Also Some collider tweaks might help as I got hit a few times from what felt like pretty far beyond the skeleton’s sword, even when standing on a higher platform and for the jump platforms, you might consider letting them ignore collisions from below so the player can climb up more smoothly. Right now those sections feel a bit tricky to get onto. Overall though, really nice experience! Enjoyed playing it!
Hey, thanks for playing and for the honest feedback!
You’re right, what’s in the build is mostly the core system in its simplest form. We focused first on getting the planet-loading and quest framework working, but ran out of time to really push level design and variety as much as we wanted. A lot of ideas had to be cut to meet the jam deadline. Still, the foundation is there, so hopefully we can expand on it in a future iteration.
Really appreciate you taking the time to share your thoughts!
Glad you enjoyed it!
Yeah, the original plan was to add a compass to the minimap for navigation and even a panoramic world map for each planet… but the clock caught up with us and those features didn’t make it in for the jam build. They’re definitely on the list for a future update though.
Thanks a lot for playing and for the feedback! Really appreciate it!

