Thanks so much! I’m glad you enjoyed it
Ross McCormick
Creator of
Recent community posts
Really impressive game overall! Feels very polished and atmospheric, with great art and animations, and the soundtrack really sets the scene well. The difficulty is definitely on the higher side. One thing that would help is making it clearer which pits are safe to cross and which ones mean instant death; I was much more hesitant to jump into them after falling to my death for the first time!
Still, the atmosphere pulled me in and I’m looking forward to coming back to try and get further. Great job!
Really impressive seeing a first person 3D made in such a tiny resolution! There’s a lot to like here, but I found it very tough to make out details; the environment is very noisy and it was difficult to tell what I was looking at, at a glance. That said, I love the atmosphere. The soundtrack is spot on!
Unique little minigame. I didn't understand the mechanic at first and immediately got sentenced to prison for 151 years. Once I'd checked the comments I cranked up my volume and discovered I'm actually cut out for a life of crime.
Unfortunately because I'd cranked up the volume I got well and truly jump scared by the fanfare at the end!
What a cozy little experience! I delivered the first three books to waiting customers and I'll be returning to this game to see to the rest later on. Blows my mind that you've managed to build this in Pico 8. Incredibly impressive stuff! Makes me want to try my hand at 3D in Pico 8 myself. Very original gameplay concept and extremely polished too!
Very unique game! Unfortunately I found the game way too difficult. I would have appreciated a "three strikes and you're out" system rather than instant failure on the first touch. Although to be fair, this may just be a skill-issue on my part as I only just managed to reach the end of the first level even just controlling one ship!
Would love to see an easier mode for this as it's a really interesting idea for a game.
Was not expecting to being playing worm breakup simulator today! What a humorous theme for a game. I wish there was a screenshake toggle as it was a little too much for my tastes given the action-heavy platforming gameplay. The mechanics are fun and levels feel frantic to play through, the gameplay is very engaging!
This an incredibly well polished game! Some very creative puzzles that require thinking outside of the box - I was truly stumped on the upside down cursor puzzle and had to resort to checking the hints. I also got stuck on the first puzzle of pressing the buttons in the correct order for an embarrassingly long time; I unfortunately assumed the blank buttons were null/zeros!
All in all, very original idea and incredibly well executed little game!
I've always been a sucker for a zombie game, and I thoroughly enjoyed playing through this one!
The artwork and atmosphere are just fantastic. Really appreciated that on losing all your health you just respawn outside of the previous room. The power creep of finding and using the shotgun felt great having slowly cleared out rooms with a pistol previously. Played the game through from start to finish, although unfortunately I never found the flamethrower! Would have loved to give it a try - guess I'll have to go back and find it.
Great game; nothing but praise for this one from me!
Great golfing game! Really knocked it out of the park with the visuals on this one! Very creative way to show the wind direction diegetically using particles - I don't think I've seen that in a golf game before. The soundtrack is brilliant too; didn't stop bobbing my head the whole time I was playing - very groovy! Well done.
Great job on the atmosphere; the lighting really adds to the ambience! I enjoyed exploring the dungeon as I managed to find the sword quite quickly. It might be beneficial to increase the range of the sword swing, as with the current range I often ended up having to stand still and let enemies approach me to ensure I wouldn't get hit.
Having the stamina regenerate more slowly when you're low is an interesting mechanic; it certainly adds tension to the combat having to manage it more carefully. However, it is very punishing outside of combat, as it results in a lot of downtime waiting for it to regenerate. It could benefit from a resting mechanic, which could normalise stamina refill but would leave you vulnerable so it could not be abused in combat.
Overall, its a pretty neat dungeon crawler!
I love the concept of using the idle/automata-style gameplay for a battle mechanic. It's very satisfying watching the map slowly fill up with pixels. It was surprisingly addictive trying to narrow in on what makes for a good starting position; being able to retry instantly instead of waiting for rounds to end was a great choice for this. Well done!
This was stupidly fun to play! I thought the gameplay might have disorienting going in, but the fixed background massively helps to prevent this as the world rotates. The sound effects are hilarious and really great job on the difficulty curve introducing new mechanics with each difficulty tier. Well done!
The game felt very basic at first until I managed to wrap my head around the mechanic of rearranging the dungeon rooms! Really cool concept - very unique mechanic and well executed! Could benefit from prompting the player to explore that mechanic from the get go as it's very satisfying rearranging the dungeon to try and access all of the rooms. Well done!
This was stupidly fun to play! I thought the gameplay might have disorienting going in, but the fixed background massively helps prevent this as the world rotates. The sound effects are hilarious and really great job on the difficulty curve introducing new mechanics with each difficulty tier. Well done!
I love the concept of using the idle/automata-style gameplay for a battle mechanic. It's very satisfying watching the map slowly fill up with pixels. It was surprisingly addictive trying to narrow in on what makes for a good starting position; being able to retry instantly instead of waiting for rounds to end was a great choice for this. Well done!
The game felt very basic at first until I managed to wrap my head around the mechanic of rearranging the dungeon rooms! Really cool concept - very unique mechanic and well executed! Could benefit from prompting the player to explore that mechanic from the get go as it's very satisfying rearranging the dungeon to try and access all of the rooms. Well done!
Great job on the atmosphere given the restriction of the jam; the lighting system really add to the ambience! I enjoyed exploring the dungeon as I managed to find the sword quite quickly. It might be beneficial to increase the range of the sword swing, as with the current range I often ended up having to stand still and let enemies approach me to ensure I wouldn't get hit.
Having the stamina regenerate more slowly when you're low is an interesting mechanic; it certainly adds tension to the combat having to manage it more carefully. However, it is very punishing outside of combat, as it results in a lot of downtime waiting for it to regenerate. It could benefit from a resting mechanic, which could normalise stamina refill but would leave you vulnerable so it could not be abused in combat.
Overall, its a pretty neat dungeon crawler!
Great golfing game! Really knocked it out of the park with the visuals on this one! Very creative way to show the wind direction diegetically using particles - I don't think I've seen that in a golf game before. The soundtrack is brilliant too; didn't stop bobbing my head the whole time I was playing - very groovy! Well done.
What a charming little metroidvania! Managed to collect 139/150 screws by the end of the game. Would be good to see coyote time implemented for jumps as it would help make some of the platforming sections feel smoother. Love the aesthetic - solid colour palette, and the low pass filter on the music when underwater was a nice touch!
A surprisingly addictive little game!
I found the gameplay to be decently challenging initially, however by the end of the run I'd racked up a 200+ damage sword! Only to lose it swapping lanes to avoid an arrow...
While the endgame likely needs balancing, I can't say it wasn't fun being that overpowered and running through every enemy that stood in the way!
Thanks so much for your feedback Achie!
If you do come back to this you'll play through the same nine holes... I was originally planning to implement procedurally generated courses, however I couldn't get the level generation feeling right within the scope of the jam so I opted for handcrafted levels instead.
I might revisit this idea post jam, and potentially add a deck-building element to the gameplay so you can add extra cards to your deck at the end of each hole.





