My car can't move after it was moving a few minutes ago. Although, I like the concept of having an engine overheating feature when I accelerate for too long.
Osama Hussein
Creator of
Recent community posts
Nice game concept. So, it's pretty much just move the yellow circle around the maze; however, the blocks have to be yellow to be able to maneuver around the maze and grab the keys found around in the maze. The creature got me on my first try but second try, it didn't even move until I got near it and it came for me.
Also, in what ways is this game relevant to the theme of machines? I feel like I never noticed a machine in the maze.
The game canvas size is an issue since it doesn't cover the entire browser canvas.
There are other widgets in the way of the actual game meaning that I had a hard time finding buttons to go back, or to buy certain conveyors.
What am I exactly supposed to do here because I tried building conveyors and the red cube was only able to move up until it gets destroyed? The game concept is neat though.
Gameplay concept is very solid. Just run away from the enemies and shoot them after some time each time to level up. However, it's very difficult to get away from pursing enemies probably because the player movement is slower than it should be along with enemies coming at me from all angles.
The level up system is well implemented though.
The game looks solid overall. Although, some of the texts appear to be too small to be legible.
Sometimes it's difficult to not lose revenue to the point that I lose all the money I had, but I do know it's because the power cost was way too high. I'm not sure how to reduce power cost though, but it did reduce overtime.
Luckily, I've accumulated enough money and TF to unlock new things. This game is really fun, just make sure the power cost instruction is clear enough to the player first if the player is going to lose money.
This game looks aesthetically spectacular. I was only able to get to level 3 before the battery ran out. There were some up-arrowed platforms that I thought were reachable but just weren't. Also, some of the arrowed platforms were placed close to the platforms that are above the player which meant sometimes I would completely miss the jump. When I died and had to restart, it went back to the first level and I kept getting the game over message.
Amazing soundtrack. The game has a variety of ways of helping the player in the dungeon, such as shops for buying items, ammo, etc. The material of the models was really lovely and well-done. The combat is super tough as my allies would run out of AM, preventing me from attacking any more enemies. I tried to flee from battle once as I noticed I didn't have enough firepower left but I couldn't leave and had to deal with my party members getting hit.
This game appears to have solid level design. However, I'm having trouble understanding the gameplay. All I do is run into these random things in front of me. I fight them and kill them with a couple of slashes. It's nice that there are some stats popping up from the left of the screen, telling me how much damage I dealt to the enemy and vice versa.
However, I died on like the 3rd encounter and I'm not sure as to how and why.
The music of the game is fire though.
This game looks hella impressive overall. The toon shader especially looks great. The combat is actually really fun, when the enemy doesn't keep dodging all of my attacks 😂. The XP system is really well-implemented and makes me feel like I'm being rewarded.
However, I'm lost as to where the objective is since I tried opening the map and didn't know where to go/look. So I pretty much just moved the yellow dot around the map only for me to spawn outside the dungeon. This game is really fun but consider adding objective markers on screen/map to save the player trouble trying to go to every exact location on the map.
I know this a small detail but I like how you have tutorial text popping up detailing the controls on the center right of the screen. Although, I would highly recommend adding an additional input for disabling tutorial text and re-enabling it if the player forgot the controls just to create a balance for players that have a great short-term memory and others that don't.
As for the gameplay, I'm struggling to grasp what I'm supposed to do to progress. There are a bunch of interactable that I can grab and drop but I don't know what they're meant to be used for nor do I know where to put them. A lot of this game seems to be all over the place without a definite goal.
Good thing I figured out what I was actually supposed to do by looking the images in the game page and noticed that I can clean dirt/goo (I think?) with a sponge and throw junk in the garbage.
The tilted movement when moving side-to-side is a nice detail.
How am I supposed to beat up the alien? Nevermind, I got it as I just pick up a brick and use the character's offhand.
However, as for the junk, I need a really clear indicator as to which ones are junk to throw into the garbage and which ones aren't, perhaps use an outline material for the junk when the player is near and looking at it.
The gameplay loop is solid overall. However, it's a bit tedious in later levels because there are 45 things I need to do to leave the area in that second area and with movement being smoothly animated, the process of completing 45 things just takes too long. Think about Portal 2, that's a puzzle game right and none of their gameplay loop is tedious as there is different puzzles and how the player should get around these sections. I'm not seeing that here, maybe except for the alien that spawns in the second area.
This game appears to be a puzzle game, which is great but the gameplay loop should be less of repeating the same thing over and over again if you have 50 objectives to complete and they require the same goals as the first area.
Another thing to keep in mind is the shadows in the area, some of the dirt isn't visible and I had to scrub the area just to make sure I cleaned it fully.
It seems to be that combat is the main mechanic in this game. However, I'm seriously having a hard time figuring out how the combat really works.
All I do is match the dice on the bottom center of the screen onto the the attack, defend and flee die. I don't know if the defend and flee mechanics are working because I press them and nothing happens.
Also, I'm having a hard time trying to match the die on the attack as well because sometimes it doesn't register whereas with another die, it works and I deal serious damage on the enemy.
Come up with a tutorial or something to make sure your players understand the combat system. Using the dice doesn't cut it if the mechanics are somewhat broken and/or confusing.
Luckily for me, I won the game with 45 Gs.
Ooh, lovely looking dungeon. I think it might be a toon shader. I love the XP reward system after winning the battle and how each companion gets XP with it.
Also, I love the resurrection and health regeneration spots that I can use to heal my companions. I lost the game at dungeon 4 or 5. This game was really fun and I wish I could've resurrected some of my dead companions, but oh well.
The dungeon music goes hard.
The gameplay loop is really solid. Make a move and encounter various enemies, mainly goblins. The combat here is randomized, but at least it's favorable for the player as they don't take as much damage as the enemies do.
Although, there was a bunch of information for me to know about this game. I had fun understanding the various mechanics that I could do for my player. I lost to a goblin in which my attacks kept missing and their attacks landed.
I also love how the treasure chest is used an inventory for the player to use during combat. Although for when using healing potions, this game could've had that option outside of combat so I'm less likely to be attacked during healing.
Also, I ran into a small glitch where after one of the enemies died and I tried healing myself, I couldn't proceed and had to run until the goblin reappeared with 0 HP. At least I figured it out by pressing ENTER as the prompt showed me.
I love how how this game tried to implement themes of dragon and elemental rock-paper-scissors. The dragons are the main enemies of the game and the elemental rock-paper-scissor is meant to be used as attacks during combat.
I quickly lost due to the RNG not being in my favor after killing the first dragon.
I really like how this game starts with a backstory. The material appears to be basic and the characters, if I'm correct are used as billboards instead of actual models which is something I rarely see in dungeon crawlers.
However, I'm not a huge fan of combat randomization in terms of attack and defense. How do you land your attack if it is 60% chance as if I'm playing a card game? All my companions were knocked out minutes into the playthrough.
Nice job making a simple dungeon crawler that has the shooting mechanics and moving enemies. Although, I found a rule breaker with the enemies. They're supposed to move at/smooth transition to a square grid like the player I believe instead of moving around in real-time. The music I found to be hilarious for this game.
Wow, I admire looking at that computer in-game with this jam's page and a discord page. That's a very nice touch. This game is aesthetically spectacular and the gameplay overall very fun. Various mechanics and various interactions all-around. I like the relaxing music to go with your game style as well.
However, how do I grind the blue object that's at the home?
Atheistically, this game looks very scary for a retrofuturism type of game. I completed the Beta section and died at the Delta section. So combat appears to be determined your power in comparison to the enemy's power. This game is really fun and just wish that I knew what I was supposed to do earlier, I got stuck at the beginning without knowing that I can open the door by hovering over the hand button with my mouse.
I don't really vibe with the point & click movement/interaction that you give to the player since it appears to be more snappy and clunky than just using keys.
This game looks aesthetically good, despite the basic textures on the walls and floors. This game is a solid randomized battle where your attacks are determined by which power move will deal the most damage. There is a level up system which is nice. This is the first dungeon crawler I've played where the player looks at an angled perspective than normal.
I love the retro aesthetics of the game, along with the space ambience looping sound. This game is really solid overall. I love how you have these different levels and each one has hostiles and terminals you can attack using the cards you currently have. Each battle is unpredictable and that's what makes combat exciting when hands are randomized on each turn, well done.
This game has a very solid aesthetic for a game that applies the retro-futuristic theme. The narration voice was well done though every time something was happening in the game. However, I'm confused as to what I was supposed to do whenever I reached the exclamation mark points.
I'm glad that I gain new items after defeating an enemy by randomization but I didn't know if they were meant for me (as the first person character or the character that is fighting the enemy by themselves). I had to restart from the beginning as I had no health and I didn't know how to regenerate it.
I noticed that there was a boredom system. That's a nice way of preventing users from being AFK for too long or not reaching the battle points for a long time.
Well done with the graphics and art style. The music is also cozy for a dungeon-crawler type game, with the occasional up-tempo beat probably during combat. Although, I ran into a rat mall with a crowbar and didn't know how to damage them. I got a game over screen and the game restarted me into a blue void.
This game overall is really fun and has great art style. I like how you need to serve the correct tea to certain creatures, and the fact that the tea will be served after you take around 10 steps.
The game is too difficult as I often times have to bring tea to people and then the enemies come in where I'm basically screwed. I don't really know what to do besides making tea and protecting the dungeon.
This game has impressive looking art style and modeling. However, the combat seems to be the main issue. I can kill enemies even when they're not near me. For instance, I've found that I can kill an enemy that was stuck to a wall to the left of me without being damaged myself.
Although, I will say I like the health pickups that I collect along the way especially when I run into an area with multiple enemies. Sometimes, I attack and I don't know when I could attack again other than just mashing the key.
The music was solid though.
This game looks really polished and the TV static effect is very amazing. It's like you're in the TV trying to break up incidents, definitely a strange place to be in as the player.
Very lovely music and sound effects. This game becomes really difficult over time because you're more likely to not be able to hire people to prevent chaos since they're busy dealing with another chaos.
I love how different characters have distinct strengths and weaknesses that will determine the success rate of them preventing certain incidents.































