Fun game about making terrible choices in a post-apocalyptic journey. My first attempt was absolutely brutal with a landmine followed by broken engine, and ended around day 5. Second took me almost to the finish line. I am no tcertain but the "contract deadly illness" event either does not actually work or can happen to a dead passenger. Besides everything worked smoothly, I especially enjoyed the game's writing.
Picarune
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The movement mechanic was interesting, but throughout the game, I've felt a lack of adversity. It was a nice, leisurely 5 minutes spent zooming around this strange lab, but there were no real obstacles except those that merely slowed the drone down, and I wasn't given a reason to complete the task quickly until after it was over.
This game is very on theme for the jam, and the music and artstyle complement one another. The goals are clear, and the math feels tight. I am not certain about the random events, but that just be me being salty afer my scouts failed expedition three times in a row due to raging river or previously hunted herd of animals and cost me a run. Aside my apparent lack of luck, I had fun with this one.
The combat system is interesting, and the timing to influence the score is tight, especially since there are two spinning fidgets to watch out for. Gameplay wise, I've made a mistake in investing most of my gold into health (I had about 1200HP) and the final fight took me 5 minutes to conclude, as I watched the brother slowly die of poison. I liked the story's conlusion it felt right for a revenge story.
I have not encountered any of the bugs that you mentioned, but increasing the size of the screen led me to see some things I propably should not have. Either way it was a short, but sweet game. Increasing the scope of the project would be nice, but the core gamplay of using health as resource and refilling it upon hitting enemies is thematically cool for a fallen angel.
Really fun game contextualising wizard combat with chaining word length, I for one dealt most deadly blow to a wizard using the power word : Listerine and fell the crab with the might of "Swatches", although unfortunately swartwatches were not yet invented and could not be used as a word-chain. I enjoyed the game greatly and it felt like just the right amount of challenge to include without changing the game's formula. The island graphics are also great so cheers to everyone, and an extra round to the art designer/s.
I like the retro feeling of this game, and the implementation of console commands, although I wish we could use "dep" to deploy. I made it to the green galaxy, and felt it was time well spent. I do love watching number go up, and this is a grindy game about doing just that, but it is no mindless cookieclicker as I imagine people will make their own builds by investing into different statistics!
Pleasant game with a great main theme and visuals. The minigames are fun and have just the right amount of complexity and variance so that you have to pay attention to each one. The game concludes in just the right place with a nice difficulty spike and without minigames overstaying their welcome. Congratulations to the whole team!
The art of this game is absolutely breathtaking and well suited for the Jam's theme. The gameplay itself is based making decisions about random encounters unique to a given region. Strangely the paths that lead to the destination are uneven, some are shorter than the others, so if you want to see more of the game take the longer route. My only real issue is that the events felt a bit repetetive between regions in my two runs I've encountered Oasis event six times, and I've seen only one desert-themed event besides it, but that might be the luck of the draw. Overall, it was an enjoyable experience, and I highly suggest to see all of the amaziningly drawn environments.
I've managed to escape the dungeon, and the map really helped with that. The bones of a roguelike are there in Escape the Dungeon, but after encountering the same room for the fitfh time, the lack of variety in enemy and room design became apparent. The idea of collecting bullets was quite interesting (although could be conveyed from the start before I used my allotement in the first room to test the controls), and I believe the aptly named Desert Room was most suited to faciltiate this mechanic, as it gives players space to kite the enemies and collect bullets coupled with a really good background music. Besides that there is plenty of room for improvement and rooms to improve.
The narrative in this game was pretty interesting. The encounters provided meaningful choices, but could benefit from increased variety. Unfortunately I lost at what feels would be the very end, when after collecting all ingredients I went to the apothecary at night and then hunters got me on the finishing tile.
I really enjoyed the game, its perfectly on theme for this jam and cartography wildcard is more than well earned. RNG can be a little devastaing with the mountian placement, but because the tiles you unlock stay with you between runs it is easily circumvented later.
P.S. It's not a big issue but it feels a bit unintuitive that the last tile can be placed in a way that does not connect with the main road and the blue people are able to move on it anyways. I mean they can see the finish line, so maybe that's why they go for it. Saved me couple levels so I'm by no means complaining about that.
Interesting premise, I am not sure whether it is intentional, but you can pass the game without playing games, but that is no fun at all, which serves as interesting meta commentary if it's intentional. I like the helldiveresque mini-game of input commands but it's tad difficult to figure out a missinput, some audio or visual prompt would go a long way of helping players notice their mistakes. Overall, cool idea, but execution could use a little bit more polish.
If you find the time you can check out mine: https://itch.io/jam/shovel-jam-2025/rate/3737111
Thanks for giving them a chance!
If that's ok with you I'd like to shamelessly plug my jam entry: https://itch.io/jam/shovel-jam-2025/rate/3737111
This is a very ambitious project, that seems to be well on its way to be realized. Unfortunately there are many bugs and issues that still remain to be solved. Others have pointed out many of them, but one I haven't seen here is that dropping a item while in crafting menu will cause its sprite to remain interactible and its resources inaccessible in the middle of the menu until you leave it. When I handled the recipe book this way, my game crashed. Congratulations on completing a game for your first game jam!
Thanks for playing my game! I wholeheartedly agree with the points you've made on stream. The music looping broke on last day for no reason comprehensible at the time to my sleep-deprived mind and I was too afraid to touch the code near dedline out of fear of messing other things. During last week, I've been fixing issues and making some improvements to Core Contest, and I'll try to update the current release as soon as I can when the Jam ends.
I did not have Western Time Loop story on my jam bingo, but it fits the theme briliantly. It was very fun experience to find out more about the townsfolk and puzzle out the solution to the game. I would have loved to play it some more, but with each added node the complexity would increase and timining window would shrink. I managed to complete the game at third loop, which I believe is just right amount of exposure to the game, great job!

