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Otávio Banffy

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A member registered 19 days ago

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Way to get tendinitis. :)

I definitely thing the them is on point, congratulations on the concept. I just wish it was less straining. Perhaps the addition of different ways to make clicks (such as with key presses) would make it more manageable.

You can also cheat the game by using macros for extremely fast clicking, but there is no way you can do something to counter that (it just defeats the purpose of having leaderboards). Still, it's nice to see that you've managed to implement these features.

Congratulations on your submission, and good luck!

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This was a fun experience! I didn't have time to keep trying after I lost twice, stopped at wave 16, so I'm not sure if the game has an ending, but I definitely enjoyed it.

I believe the theme could be further implemented with timers on each enemy (counting down how long it will take for them to get to you), or bullets before reloading, or a backwards wave progression (starting at the last wave and ending on wave 1 or 0), or enemy count going down from start to finish of a wave (I realize the timer make it so there doesn't need to be any specific enemy amount, but still).

In any case, I felt the sounds and music was on point for the experience. With some more upgrades, more gameplay features, and an adjustment of the screen so they all spawn at roughly the same distance from the center (currently, enemies spawning from above or below spawn closer to the player than those who spawn from the sides or the corners), this could become a full-feature game in the future.

It reminded me a lot of old flash games that I used to enjoy, which is a nice thing.

Congratulations on your submission, and good luck!

P.S.: cut close to the deadline with this submission! Good thing you managed to get it sent in time.

This was one of the most curious games I played in the GMTK 2026. I found the theme implementation to be a bit lacking, but the game itself was quite creative. You made a very interesting puzzle mechanic, one that boggled me every now and then (the penultimate level seemed super hard in comparison to the last one), and I definitely had to do some "reverse engineering" to find ways to solve some of the levels. The narrative was a nice addition, though I definitely missed having a defined conclusion in the end. The music and audio works great for the ambience, and the art is just perfect for what the game is. Congratulations on your submission, you managed to do a lot within the limited window we had, and I wish you good luck. Nice job! :)

Man, this has got to be the most fun game I've played on the GMTK2026 yet. It's a good concept, it's well executed, it's funny, it's somewhat replayable, it feels feature complete, it's absolutely great. Maybe the jam theme could be established with a little more depth, no pun intended, but the game is very nice as it is.

I believe the controls could be a little bit improved with having separate keys for each of the active items, or at least some commands to change item selection would be useful.

There is a conceptual problem with the TNT--it's cheaper than the picks, it destroys multiple blocs at the same time, it costs one dig to use, and it collects the money regardless. It's absolutely the best item in the game by far, and I managed to pay the whole debt in one day using the TNT alone once I unlocked it.

There were two issues I encountered. One was with the ladder, in a specific column of the world, which creates a ladder visually all the way to the top, past diggable terrain, rather than only in open space. This happened in multiple playthroughs (starting from scratch). The other issue was that, when I got to the end of the world, the game slowed down to a crawl that made it difficult to continue, but thankfully I was almost out of digs and managed to end the game at that point.

I also missed some kind of narrative for the end game, but the cinematic was enjoyable as well.

I would definitely be interested in seeing an upgraded version of this game after the jam, with more features, procedural terrain generation or randomization, and other challenges to overcome.

It was a truly interesting experience, congratulations for the work you made. Good luck in the jam!

Obviously impressive work for such a limited time. The wall-walk can be abused with some careful maneuvers to stay in the air almost permanently walking on the buildings, but since their model is full of bumps it makes this complicated. Interesting concept with the physics play. Nice job, overall!

My favorite aspect of your game was the audio. Though there aren't many sounds, it all play smoothly and fittingly.

The questions themselves were OK, though with a few replays they become very quick to answer. My recommendation to add replayability to math questions is to have a random range of numbers that are generated whenever a question is picked, with the level of complexity increasing as difficulty increases. Not sure there is anything that can be done to add variety to the other types besides adding more questions, but this takes development time.

Music was a difficult topic for me to answer, on a personal level. Draw was funny, as any drawing whatsoever counts for it. I imagine it would be very difficult to implement a system for recognizing the drawings themselves.

In any case, good use of the concept, and a nice atmospheric feeling of rush to it. Nice job!

This was absolutely one of the most polished games I've played through in the GMTK 2026. Congratulations on a job well done!

I would wish to revisit levels I've already completed to try and get the missing stars, rather than restarting the whole game. I ended missing one because I was accidentally propelled into the level-ending gear. :)

Reminded me a bit of Super Meat Boy, which is a great thing.

The effects may be satisfying, but with some of them covering one another (bombs preventing vision of bullets), and the bomb's hitbox being slightly larger than one would expect (the top part with the fuse is part of the hitbox), it seemed a bit difficult to dodge from bullets on certain situations. Explosions clearing all bullets within radius would make a lot of sense and would help mitigate that. Other than that, the concept was fine, and the gradual introduction of complexity and teaching through experience seemed well paced.

The only bug I noticed was if you start your fuse and then reset the level, the fuse sound will continue running.

Congrats on your submission!

Took me 10 runs to finish the level using speed alone. Here's some general feedback:
- It would probably me more engaging to have coins and keys not respawn (as well as keeping unlocked doors open) so that we could continue to explore different parts of the maze. Otherwise, once you learn which places are best to gather coins, you can quickly max out all the upgrades.

- Something to do with the way that the player's position is tracked allows us to enter walls and get stuck inside them.

- You can keep spending coins to upgrade even after maxing out the research.

- Shields create a collision mask that prevents you from touching things, instead of protecting you from damage. It makes it so that, if you want to place a bomb, you'll have to place it from further away than you normally would be able to, which can lead to frustrating issues.

- Speaking of bombs, a timer on top of bombs placed would be welcome.

- Other people have mentioned and I'll reiterate: since the camera doesn't keep the player centralized, the faster you go, the harder it is to see where you are going, which makes it a relatively frustrating, yet necessary, upgrade.

Congratulations on your attempt and submission!

Ok, I've got to say, I really enjoyed playing through the game. The atmosphere feels on point, the learning by dying (and solving puzzles by dying) was also an interesting bit, but my favorite aspect was just having the game talk to the player. Felt very Undertale-like to me. Even the simplistic insertion of a name and an objective gives a sense of ownership over the adventure. Very good concepts.

I really don't have much feedback in terms of improvement. There's definitely a little bit of extra polish that could be done, but it was a complete experience. Thank you for making this game, and great job. :)

I played through the game multiple times using a combination of different powerups to test the limits. Made a run with each powerup individually, as well as with all three. Also made a run with consumables. Here's some general thoughts about the game's direction:

- I really like the idea of using time as a currency. For a longer game, it would be interesting to have ways to recover time as well, such as through collectibles or simply through the conclusion of levels.

- For a longer game, it would also be possibly more interesting to have time reset between levels. If the player doesn't know how long the game is, and that the timer is for the entire game, it makes it harder to make purchase decisions.

- By far, the powerup that give you the most time is higher jumps, as it lets you skip quite a few puzzles. Ironically, on the second level where you have an alternate path to proceed using higher jumps, it's actually faster to use the key.

- There is no indication that the last door in a level needs a specific key, as they all look the same. If that is the case, changing the door's color (and key color) would make it clearer. What is the benefit of using crowbars or taking alternate routes through doors and saving keys if you can't use them?

- Drawing a door knob on doors when they are closed makes it easier to understand that they are doors, as they look like flat lines.

- A different sprite for when you are holding boxes (and turning back when pulling them) would be a good visual indicator.

- Controls for triggering different actions are very far apart. It may not be as thematic, but keeping all button presses close to another makes it for a more enjoyable experience, especially if you depend on time.

- Since there is only one key "hidden" in the environment, the magnifying glass consumable doesn't shine very much as an item. Also, consumables don't sound very smart purchase decisions if you don't recover your time per level (or your consumables), especially if the player doesn't know what sort and how many levels there will be ahead.

- A tooltip on the shop explaining what each upgrade actually does would be welcome. For instance, Extra Speed should indicate how fast you move without it, and with it. Same for the others.

- Certain parts of the level, like the last column you can hit your head on before the climbing steps on level 3, are hard to see because they have no outlines and they mix a bit with the environment. There is a also a climbing step slightly misaligned with the platform it leads to on level 2 or 3 that can get the player stuck.

- A couple of bugs other people have already posted, but one thing I haven't seen mentioned is that, on the puzzle where you have to drop a box on top of a button to get the door slide upwards, if you touch the button with your body while the box is on top of it, the door will slide closed and you won't be able to finish the level.

- I can see the respawn (R) feature used in some capacity to make a "scouting" or exploration mechanic, where there are visual checkpoints on the map that you can cross which save your position and time left, and when you press R you recall to the previous point, which would allow for interesting gameplay mechanics, of having multiple paths to follow, items to find, and more usage of the time as a limitation and currency.

Nice job!

The GMTK 2026 Game Jam was a daunting experience. As our first jam together (and my first), we definitely underestimated how quickly we could implement certain features in time, but we managed to add 100% of the intended features within the deadline. There are still quite a few characteristics we would like to polish, expand, and balance to give the game a more complete feel, and we have concepts to potentially expand it into a full game.

If you played the game and enjoyed your time, and if you'd be interested in seeing more, we'd be happy to hear about it. Enjoy!