I enjoyed watching the chips fight in the arena. The game looks like a potentially great autobattler🙂
knoxy_
Creator of
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Hi there,
Thank you so much for playing our game and for taking the time to leave a review! We're sorry to hear you encountered an issue during gameplay. To help us investigate and fix it, could you please provide a few more details?
- Platform: Are you playing on Web or Windows?
- Device/Browser: If on Web, which browser (Chrome, Safari, Firefox) are you using?
- Load Time: How long did it take for the game to load?
We will try to address this issue in a future game update. We appreciate your patience and help!
I accidentally uploaded the wrong game! Please play the correct one, which was made specifically for this game jam: https://qknoxy.itch.io/ascend
I accidentally uploaded the wrong game! Please play the correct one, which was made specifically for this game jam: https://qknoxy.itch.io/ascend
I accidentally uploaded the wrong game! Please play the correct one, which was made specifically for this game jam: https://qknoxy.itch.io/ascend
I accidentally uploaded the wrong game! Please play the correct one, which was made specifically for this game jam: https://qknoxy.itch.io/ascend
I accidentally uploaded the wrong game!
Please play the correct one, which was made specifically for this game jam:
https://qknoxy.itch.io/ascend
Guys, I accidentally uploaded the wrong game!
Please play the correct one, which was made specifically for this game jam:
👉 https://qknoxy.itch.io/ascend
The animations and visuals are really polished and satisfying to look at. I appreciated the volume slider being there, even if it behaves a bit oddly when game is not in fullscreen. One thing that got a bit annoying was how the characters leave their workstations after just one cycle, it breaks the flow a little. Also, I wasn’t quite sure how to create more characters: after one of them knocks on a house, nothing seemed to happen. Maybe I missed something? Despite that, the atmosphere and charm carried me through, even if I didn’t manage to dig all the way to the end🌚 Great work overall!
Pleasant graphics that don’t distract from the gameplay, which is always a plus. I liked the overall presentation and how the visual style supports the mechanics. One small issue I noticed is that after dying, you can’t progress by clicking the mouse - you have to use the keyboard, which might confuse some players at first. It would also be great to have a volume slider to control the sound more easily. I noticed a few possible errors in card descriptions, especially with the purple block, and some of the text goes beyond the card edges. Despite that, it’s a fun and creative game! As a small suggestion, it could be cute if the cat’s eyes followed the cursor - it’d add an extra bit of charm. Overall, really enjoyable!
Haha, love the story of your big gamble😂 It’s all about reading the risk, and it looks like you really got into the spirit of the game!
As for the conspiracy theory, it's about creating that feeling of trust and doubt – just like in the world of wild theories and unpredictable outcomes. The goal is to make players second-guess their decisions and think about the "what ifs" in a fun, tense way. Glad you had fun with it!
Thanks for the awesome feedback!
I like the style, but I noticed that fonts seem to be inconsistent across different parts of the game. Also, the UI positioning feels a bit off, which can make some elements harder to read or interact with.
A small tutorial would really help at the start. I failed multiple times at platforming before realizing there was a double jump mechanic. A simple prompt or visual cue could make this much clearer.
Combat with NPCs also feels a bit strange. Maybe some feedback on hits or a small guide could help.
That said, making a platformer in 2025 is a bold move 💀💀💀. With some small adjustments, the game could feel much smoother and more intuitive. Keep up the great work!
The game has a lot of variety, which is great! I really appreciate the depth you've added, especially as the game progresses.
A few things could help improve the experience. First, there’s a small typo in the main menu: sciense should be science. Visually, I think a simpler art style might work better, as some parts (like the main menu and buildings) have much more detail compared to the landscape, which creates a bit of an imbalance. It’s also hard to see all the details unless I go fullscreen.
Gameplay-wise, a game speed slider or at least a 2x speed button would be really useful. Camera movement would also help improve visibility. I also noticed a game balance issue, as new enemies take a long time to appear. It might be better to introduce them within the first 2-3 minutes instead of after 7+ minutes to keep players engaged early on. Additionally, the green finger indicator for enemies feels a bit confusing—shouldn’t it be red instead?
I really liked the destroyed tower popup, but it feels incomplete without visual effects (VFX) after tower is destroyed. Also, some of my turrets and soldiers stopped functioning properly—they were stuck shooting in one direction.
Overall, the game has great potential, and with some polish to the balance, visuals, and mechanics, it could feel even more engaging! Keep up the great work!
The game has a promising concept!
That said, I think it would help to focus on a smaller scope to ensure the game feels more complete, or at least prioritize finishing the core gameplay loop first. Also, since it’s a first-person perspective game, having a mouse sensitivity setting would be a great addition for better control and comfort.
Overall, with some refinements and a stronger gameplay foundation, this could turn into a really solid experience!
I really like the concept, and the game has a nice flow to it!
That said, it would be great if the text animation could be skipped with a click. At first, I instinctively tried to swipe the tiles(first minigame), which obviously didn’t work, then I tried clicking - maybe a small hint could help guide players to start the first minigame. Oh, later I realized you can press the cross to skip the text - that’s nice.
On the level with different shapes, it could be cool to color the text hints differently. For example, if the hint says "red diamond," you could paint the word "diamond" yellow, similar to the last level, to add a bit of variety. Also, sometimes shapes overlap, making it tricky to click on the right one. I was expecting some kind of grand finale, but it’s totally fine that there isn’t one.
Overall, it’s a well-thought-out game, and with a few small improvements in guidance and visual clarity, it could be even more engaging!
"You saved your city" - but it felt quite unintuitive.
Some things made the experience a bit confusing. I only learned about the charged attack(by reading description) after finishing the game since there’s no in-game indication of how to charge a throw. Enemies feel a bit too simple as they just follow the player in a straight line, and some of them seem to be stuck lurking around and can’t be killed. At one point, I eliminated all enemies but wasn’t sure what to do next, so I had to run around the entire map again to destroy the "towers." Also, after restarting the game, the tower count went negative, which seems like a bug. The city itself might also be a bit too large - it takes almost a full minute just to roam around. Lastly, there’s no feedback when taking damage, which makes it harder to realize when you're getting hit.
Overall, the game has potential, and with some adjustments to enemy AI, clearer mechanics, better feedback, and a more compact map, it could feel much smoother and more engaging!
I really like that the health indicator is shown through the feathers on top of the chicken’s head—it’s a creative touch!
That said, there are a few things that feel frustrating. Bots can shoot through walls, and there doesn’t seem to be a cooldown for player's shots, which makes combat feel overwhelming(in bad way). Enemies can also shoot from offscreen, which can be hard to react to. The arrow key controls don’t necessarily make movement easier since you can also jump with the Up arrow, which feels a bit unintuitive. You could make A W D movement keys, and SPACE to shoot will be much more easier to play. Additionally, in the last stage, enemies fire shots while falling (respawning or whatever the mechanic is), which feels unfair. Also add menu key, so player can restart game without refreshing the page.
Overall, I don’t think this game is very beginner-friendly. I did manage to defeat the boss, but I didn’t quite understand what changes in dark mode. With some balancing tweaks and clearer feedback, the game could be much more enjoyable!
The art is really nice, and the UI is clear and easy to understand! The game feels very polished overall, which is great.
That said, levels 5, 6, and 7 felt noticeably less intuitive compared to the earlier ones. Also, the logo doesn’t quite represent what’s happening in the game - it feels a bit misleading.
Overall, it’s a well-polished and solid submission. With some small tweaks to clarity in later levels and a more representative logo, it could be even better!
The game has a cool design, and I really like the overall style!
That said, the camera angle feels a bit unusual, which makes it a little tricky to navigate. It would also help to have some kind of indication when interacting with the banana - something to show that the player has grabbed it and is pulling it. Additionally, it would be great to display the strength with which the banana will be thrown. The environment looks nice, but adding shadows or making the colors more saturated could help make the visuals feel richer and more polished. The game has a fun concept, and with a few tweaks to feedback and visuals, it could feel even more engaging!
The atmosphere is really intriguing, but I felt like there wasn’t enough light to navigate comfortably. It’s great that you added cutscenes, but they seem to raise more questions than they answer, which can make things feel a bit confusing.
If you’re including camera control, it would be helpful to also add a camera sensitivity or mouse sensitivity option. After reading some comments, I also think a small tutorial or more visual clues would improve the experience and make it easier for players to understand what to do. Additionally, adding some UI guidance on how to exit the keypad would be really useful.
Game has a strong foundation, and with a few adjustments to clarity and usability, it could be even more immersive and enjoyable!
The intro cartoon was a nice touch, and the game has a cool concept!
That said, I didn’t really understand the purpose of pressing Space, since there’s no way to actually control the spaceship. It would also be great to have visual upgrades, like adding a new thruster or bigger wings, to make progression feel more rewarding. While the intro was well-made, I think it might have been better to focus more on refining the core gameplay loop first.
Overall, it’s a solid idea with a lot of potential, and with some tweaks to interactivity and progression, it could be even more engaging!
Insane visuals and simple rules make it an easy game to pick up and play! The overall presentation is really strong.
That said, I think the controls could be improved. It feels a bit strange that you can move and attack using the mouse, but there’s no keyboard hotkey for infecting humans - it would make the gameplay feel more fluid.
Overall, it’s a strong submission with a great style. With a few control tweaks, it could feel even better!
Nice tutorial and a cool idea! I really liked the concept of using part of the main character’s body as a platform - it’s a creative and fun mechanic.
That said, I didn’t quite understand why one of the abilities was separated onto the mouse. It felt a bit unintuitive compared to the rest of the controls.
Overall, with a bit more polish, this could feel like a solid indie release for Steam. Great work!
Text-based adventures aren’t really my genre, but I can see the appeal. The visuals are simple, and the dialogue brings a lot of drama, which probably works well for this type of game.
That said, I do wonder how large the audience is for this genre - it might be a bit niche. However, I really liked that you weren’t afraid to add images and memes into the game, which gave it some personality and made it more engaging!
Overall, while it’s not my usual type of game, I can appreciate the effort put into it, and I’m sure fans of the genre will enjoy it!
The game has an interesting concept, and I appreciate the effort put into it! There are some fun ideas here that could make for an engaging experience.
That said, a few things stood out as potential areas for improvement. First, it would be great to have an option to skip or speed up the text, as waiting through it can feel a bit slow. Another issue is that Belarus and Ukraine aren’t available as selectable options, defaulting to Russia instead - this feels like an odd design choice. The game also throws a lot of UI elements at the player right away without a basic tutorial, which can be overwhelming. Additionally, most upgrades seem to just add or subtract by one, which makes progression feel a bit flat. Since this is an idle game, it’s surprising that money has to be collected manually, whereas auto-incrementing currency is usually a standard feature in this genre.
Overall, there’s a solid foundation here, and with some adjustments to the pacing, UI onboarding, and progression mechanics, it could become a much smoother and more enjoyable experience!
The game looks really cool! Visual novels aren’t usually my thing, but I can see that this one is very polished, and everything feels well put together.
One thing that initially put me off was the logo - it didn’t quite grab my interest at first, but I decided to give it a try, and I’m glad I did!
Overall, great job on the game!
Humanity will never look at their socks the same way again 💀💀💀