Wow, this is one of the most polished games I’ve seen so far! I’m truly impressed that you managed to add so many mechanics, such solid graphics, and even a tutorial in such a short time. From my point of view, you’ve created a really cool game with the potential to be released on Steam!
OpexBean
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Cool game! I like the Gameboy visuals and music a lot. I struggled a bit at first to understand how to get yenes, but once I figured it out I was able to build a big city. The only thing I didn’t quite understand is whether there’s actually a way to beat the game. I commented in the wrong Jam at first))
This game is really fun! I tried about six times but couldn’t get past level 7–8. I’d definitely play something like this on my mobile phone — it’s a very cool and original idea. Not all of the slots were immediately clear to me, but that might just be the IQ issue. In terms of visuals and sound, I’d give it a solid 9/10. You can count on a really great rate from me! The game feels very polished — great work!
Did you draw this yourself? I really like the drawings! To be honest, I’m a bit surprised there aren’t more comments. Maybe I’m just really into this type of game. It bugged out for me in the first round, but after reloading I was able to reach level 7. I was first impressed by the cool menu with slides, then by the drawings and the cards. Later I discovered there’s also a building mechanic, and when the game introduced a new type of enemy, I was truly surprised. You’ve got a lot of mechanics and a pretty well-balanced combat system. I think you did very well! Now I even want to add this style of enemy introduction into my own game!
Even though this game was hard for me to play (I don’t have a mouse, so the scroll-wheel controls were tricky), I still made it to the end. I’m not a big fan of 3D — that’s why I usually compliment graphics in 2D games — but in this case I really enjoyed the simple yet charming 3D models. It’s very well optimized; probably the first 3D browser game I’ve tried that didn’t lag at all. The mechanics all worked well and no bugs affected the gameplay. Nice job!
Wow! I love this type of game , it reminds our submission; we share some similarities! Back to your game: I really like the characters, their hand-drawn look, the dialogues, and the story itself. It felt a bit easy to me, but that actually made it easier to see all the content. I also loved the map structure and the boss attack patterns.
PS: Your dialogue system looks amazing. I tried to achieve something similar in my game but didn’t quite get there. I’m planning to keep working on my jam game after the event, so i would ask if you could reach out on Discord and share a couple of tips on how implement and style this kind of dialogs?
It was really fun adding some new shapes to my character’s body. I was trying to explore the bottom part of the map, but I struggled to jump into that pit without touching the spikes. At some point, I found myself trying to do it for 5–10 minutes straight 😅. But I love a good challenge — such a great and original game. Well done!
Menu:
I love the menu — the popping-out buttons and the picture look amazing.
Graphics:
The hand-drawn, cartoonish style is very appealing. It gives the game a lot of personality.
Sound:
All the sounds and music fit together really well and feel like they’re in the right place.
Gameplay:
The controls feel smooth, which I appreciate.
However, I was a bit confused about how to expand into new areas.
I managed to unlock only the area at the top.
When I tried to move to the right, the fog never cleared.
After I cleared all the mobs in the area I had unlocked, the game sent me to the Game Over screen, even though I could still see enemies in the fogged area on the right.
Is there a way to get there that I’m missing?
Overall:
The game feels good and is fun to play.
Great work — I’m looking forward to exploring more once I figure out how to open new areas!
I really like the concept (maybe because I’ve got a gambler inside me and love dice). I did struggle a bit to understand why some of the dice disappeared after rolling—maybe those were the combined ones, but I couldn’t quite tell. I also wasn’t sure how the damage calculation worked, though that might’ve been on me. Still, I enjoyed the visuals a lot! I tried to win about 5–6 times but never quite managed to. :))
Thanks for the review! There actually is knockback—a pretty strong one—but right now it’s only on the mighty sword and only affects the small mushrooms (though it’s really satisfying when it works!). We didn’t have enough time to balance everything properly. I even implemented knockback scaling with enemy weight, but because of time constraints I only assigned values to the little mushrooms. :)))
We’ll definitely keep working on this and improving the combat. Originally it was meant to be the main focus, but we quickly shifted our attention to the narrative and really put our hearts into the ending. :)
Wow, I’m really impressed by the assets, music, and sound design. Sure, it could use a bit of balancing, but it feels like you know exactly what you’re doing—clicking, earning money, and buying property is super addictive. I even caught myself grinding to reach 200k for a new one and totally forgot to unassign my wingmen. Nice job!
Pretty challenging one! I really like the concept, and the guy spilling the chemicals. The moles are my worst enemies; it was tough to evade them, especially once I grew bigger. I didn’t get the chance to see if there’s anything worth exploring in the bottom part of the map, but overall it’s a very original idea. Well done!
I really like how chaotic this space feels, and the visuals are great! The projectiles and background add to that chaos, but in a good way that makes the game exciting. I also enjoyed the upgrades; my favorite is definitely the tentacle that eats the closest ship. Sometimes I tried to chase down a small ship and it always felt like I was almost catching it, but I realized the best strategy is to quickly turn 180 degrees. Nice game, I had a lot of fun playing it!
Really chill and cozy! Even though the game isn’t finished, I think it’s amazing that you still submitted and shared your future plans. There’s a solid foundation here for a meditative game. I could even imagine some light narrative being added, like watching a child grow each autumn with small dialogues or story moments. Keep it up, you’ve got something you can easily build upon!
We really appreciate the review and also the live playthrough—it means a lot to us!
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Thanks for pointing out the missing tip about pressing space to continue. I actually lost it while fixing the UI in the last minutes. After your stream I even added the description about it, so thanks again for noticing!
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You’re absolutely right, the spacebar should be disabled during dialog so choices can only be made with the mouse—that was an oversight on our side.
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The melee/projectile behavior was intentional and inspired by Realm of the Mad God, where even melee attacks act like ranged projectiles. We also added a speed penalty for spamming attacks, so players need to shoot more precisely.
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I discovered the bug with lying about the shield (and sword) twice just before submission. I only had time for a quick fix—making sure the second lie doesn’t give you points anymore.
Thanks again for playing and sharing such helpful feedback—it really helps us improve!
Thanks for the review! There are 3 weapons and 2 abilities in total right now(If we not covering the hidden easter egg ability). The second one (the trident) is unlocked after your 2nd death, and it should make clearing the first wave easier since it shoots 3 projectiles. The best strategy for the first wave is to run wide circles near the spikes to lure enemies into them. Also, instead of holding the attack button (which slows your hero by about 10–15%), it’s better to shoot once, precisely in their direction when they start dashing toward you. With the trident, the 3 projectiles are piercing, so if you keep circling the map, enemies will eventually group up and you’ll be able to hit them all with a single shot.
For the second wave, the trick is to avoid getting too close to the flying eyes and just dash through them on cooldown—it usually takes about 2 dashes to kill one (there are 2 total). After clearing this wave, you’ll unlock the mighty sword.
I know the combat still needs some balancing—I left that for the end and just didn’t have enough time to polish it properly. Thanks again for the review! It’s a bit sad you didn’t get to see the full story—I’m sure you would’ve liked it!
PS: Everyone saying that the first wave is the hardest in the game)))))
Wow, this one is really challenging! My first score was around 600, and I can’t believe there are people hitting 3000. Even though I kind of suck at it, the feeling when you actually catch the beat is amazing. On my second try I really felt like I was killing it, but still only ended up with around 1100.
I’m a huge fan of rhythm games, and I can say this one is executed very well. It feels polished, and the starting animation plus the graphics gave me nostalgic vibes of old flash games (that’s definitely a compliment!). Well done!
This feels like a very complete package for a jam game. The practice level was a great idea—it helped me get comfortable before diving in. I also liked that you can name your colony, which gives the experience a personal touch. The visuals and animations are top-notch, and overall it feels polished enough that I could imagine seeing it on Steam with some additional content.
The controls are smooth and intuitive, especially the rotation and panning of the world. I especially like the idea of different mushroom types having their own playstyles—it adds variety and makes each run feel fresh.
While playing, I thought of a few ideas that could make the game even deeper. For example, dynamic events like a flood, a dead creature, or even another colony could spice things up. Windy days could also add strategy—you’d see the wind’s direction and decide whether to sacrifice some mushrooms so their spores are carried to another part of the map. Another idea is a creature that eats your mushrooms, which could be countered with a poison mushroom type that turns the creature into a corpse for your colony to consume.
I know these aren’t simple to implement, but given what you achieved in just a week, I believe you’d be able to handle complex ideas—if you decide to continue with this project, of course!
Thanks a lot for the review! We actually planned to have a proper “without lie” ending, but we didn’t manage to finish it in time. The last dialog was written literally in the final hour before submission, which is why there are no branching options yet. The idea was to reward players who completed it without lying with a special ending—but it was meant to be really hard to reach.
As for the difficulty: the first wave feels harder because, right before submitting, we removed a lot of enemies from the later waves. Originally, things were more varied—the second wave had around five flying eyes, and the last one had the elite mushroom with some smaller mushrooms alongside him. We cut them because there wasn’t enough time to balance everything, and we wanted players to actually reach the ending (since it’s our favorite part of the narrative). It’s a bit sad, but since this was both our first game and our first game jam, we didn’t really consider that most players wouldn’t spend too much time in the game.
Another thing I’ve noticed is that the dash ability seems to confuse players. It’s actually the strongest offensive tool in the game—it deals more damage than any weapon if used aggressively. But we understand it’s not obvious at first.
We’re big fans of Realm of the Mad God, which has similar combat, so for us it felt pretty natural. But we get that it can be tough for players trying this style for the first time—you need to be precise with your shots, and spamming slows you down, which makes it trickier.
To be honest, I don’t think you can actually survive a “lie collapse.” That event is meant to end the current run. We had three planned lie-collapse endings:
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One with the mushrooms.
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One with a weapon you could only use to damage yourself (we ended up moving this into the “truth reveal” ending at the last minute).
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And a third one I didn’t finish because I didn’t have time to add wave-start text like “Wave 2.” The idea was that, when the lie collapsed, the narrator would say something like “It’s really boring, let’s skip a bit.” Then the screen would fade out and back in with something like “Wave 234241231”—and suddenly there’d be a huge swarm of every enemy type. 😅
We really appreciate your interest—that’s why I wanted to share some behind-the-scenes insights with you 😄.
P.S. There’s actually one more ability in the game right now—but it’s basically useless 😅. You can press Q if an enemy is nearby. We didn’t even have time to cut it from the build, let alone finish it. On top of that, it has about a 10-second cooldown that isn’t shown anywhere.
I’ll definitely review it, just had a rough week and will have more time closer to the end of it. I don’t want to rush while playing and reviewing your game—I’d rather do it properly. I actually tried your game before submissions even ended, but it was just a quick look (at that point I hadn’t slept for 24 hours to complete my game😅). What I do remember is that it felt really catchy and very polished.
expanding the assassin idea you can make it transparent and green, and slowly loose transparency and turning into a red. Or you got a chance that one of your cell will start turning red, and at this point you need spot it and start to move it out. I am asking just in case, I’m so inspired by this mechanic , can I tweak it a bit and maybe use it in my next game? I will add you in credits in that case. I mean the mouse and gravity thing , not the whole theme
As a suggestion, I’d love to see an enemy cell that starts out transparent and fast, gradually becoming more visible and slower over time. In the end, it could explode and destroy nearby cells. This would also add a time-management element, since while it’s transparent it could slip through and get right into your structure.
Thanks for the review and for hinting at so many things! We’ll definitely use this feedback to polish our game.
Right now, we only had time to add one little Easter egg dialog:
- If you die the 4th time, the narrator says: “I’m surprised that you are still here.”
- The hero replies: “You said that there is no escape.”
- Then the narrator adds: “I wasn’t talking to you.”
It’s a kind of fourth-wall-breaking moment, and I’d love to add more of those in the future!
As for the ending, we just liked the idea of it being a purgatory—where you’re locked in for your sins and there’s no way out. About hinting at the truth: so far we only included the crosses and one dialog where the narrator says it’s funny that the hero remembered God. But we’ll definitely expand on that!
Again, thanks a lot for the valuable feedback! Ps: a lot of balancing should be done, as you recall, we totally agree
I can’t tell you how valuable and pleasant your feedback is to us!! We will definitely proceed with this game after the jam. We had so many ideas in our pocket, but some of them had to be removed before submitting due to lack of time for testing.
As for the artwork, it was provided by our friend, who is a tattoo master with a very unique style. I’ll let him know you liked his art—he’ll be very happy!

