I really enjoyed the concept and the intro! The controls felt a little complicated to me, although I’m not used to playing fighting games with a keyboard, so that may be part of it. I imagine it would feel even better with a controller. The character designs are very cool and give the game plenty of personality. Nice entry!
rustyroboz
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Simple and extremely fun—probably the most immediately enjoyable game I’ve tried in the jam so far, despite the simple graphics. I managed to finish it on my first attempt, and I mean that as a compliment for a jam game: it feels accessible, well-paced, and satisfying from the beginning.
A little more variety between levels would improve the experience, but the core gameplay is already very enjoyable. The music is pleasant and fits the action perfectly. I was surprised to learn that it was generated automatically using a Python script created with Claude; in my experience, producing good music directly through code is not esay. Did you have to iterate on the music several times before achieving this result? Great work!
I really enjoyed this! I agree that the first screen is the most difficult part. Despite reading your comment, I still had to check the walkthrough to understand how to leave the first room. A clearer hint in the note, something encouraging the player to investigate that particular wall—would help a lot.
The rest of the game communicates which objects to collect and where to use them very clearly, which is a great choice for a jam entry. It’s a solid point-and-click experience that tells a complete little story quickly and effectively. I especially liked the backgrounds and their visual consistency. I saw that you used a model fine-tuned specifically for the game, and the results are integrated very well. Even the relatively simple cutscenes look effective and fit the overall presentation.
Overall, this is a very strong and polished jam entry. Congratulations, great work!
I really enjoyed the game’s slow, deliberate pace. The writing draws you into the atmosphere, and I quickly found myself wanting to do the job perfectly. At first, it took me a while to understand that even in the shade, you need to let go of the lawnmower to recover from the heat. I also liked having additional tools for the finer work, it adds depth and reinforces that desire to do everything properly.
I agree with the other comments about making the lawnmower movement smoother, clarifying what to do with the bucket, and adding a small end-of-job reward or visual transformation. I love the potential this has as a longer, more polished relaxing game: finishing your work, walking through Japanese streets, meeting friends afterward, and gradually upgrading your equipment and growing your business. It could create a lovely rhythm between satisfying work, progression, and quiet everyday life. Overall, this is a very satisfying little experience with a lot of potential. Congratulations!
Thank you so much for playing and for the thoughtful feedback — I really appreciate it! The first-person Minesweeper comparison is great; I honestly hadn’t thought of it that way before, but I can definitely see it. I agree that the game is intentionally a little strange and difficult to understand. The idea was to drop you in medias res, almost like an intermediate mission from a larger game, with very little context and a world you gradually try to make sense of. I’m really glad it left you wanting to know more about it. Thanks again!
How strange that it doesn't let you choose the option at the end. You have to hit Enter to select an option, it may be that you will try to click with the mouse and that will not work. I am going to add it to the instructions because it is true that it is not indicated anywhere which button to press to choose. Thank you very much for the feedback! highly appreciated!
I totally agree about the jankynes of the images made with AI, I would like to have integrated them a little more. Music is an asset that I got in a humble bundle, And the animations were going to be provisional, but in the end I ran out of time and they stayed in the final version :)
Thanks for playing and for the detailed feedback!
A great game, the controls are smooth, and the mechanics of throwing bombs is original and works quite well, although it is a little difficult to get the hang of it at first.
Some areas are quite difficult, and I've died plenty of times.
But in general it is impressive what you have achieved, I liked it a lot!
Very complete and fun, a bit difficult at times, as others have commented, I would have liked to have more lives, or that when you fell on spikes it would take away a life but you would not die and could recover by jumping.
In general I liked it a lot, especially the level design. A very cool metroidvania. Congratulations!!
Yep! we have created the backgrounds and characters using various AIs, mainly midjourney, Dalle2 and stable diffusion, but the integration of the different backgrounds could definitely be improved. We added the arrows because some friends who played the game seemed to get a bit lost sometimes, maybe because the backgrounds are a bit confusing, also with the idea that most people will finish the game in a smoother way, but I definitely agree with you that part of the fun of a metroidvsnia is exploration. Thank you very much for playing it and for the feedback!
Yeah, its a bit rushed, we didint have much time, and we aproach the Jam with the goal of completing something, and try things, mostly the ink pluging for dialogs and IA generated images for the backgrounds and characters, thats why they look mashed together. The idea of the different mechanics is that each let the player reach a specific zone of the map ( shots for open a door, double jump for reach some plataform, etc). Thanks a lot for playing It!
At first I got stuck on the second level, I didn't know you could climb the walls, and I've also had the "stuck" to a wall thing happen to me, but reading the comments I was definitely holding down the grab buttons. It could use a tutorial, or some indications, to understand how to climb, in any case the amount of mechanics you have done in such a short time is impressive, one of my favorites so far. Well done!
I liked the idea, I couldn't get past the part where there are 3 weapons, first they throw 5 stones at you that you can stop with the shield, but then the enemy attacks you jumping from above and I can't hurt him with the sword or with the cane In any case a pretty cool concept, good incorporation of the theme of the Jam!
Very cool, the idea of using watermelons to defeat fire monsters is perfect for summer. The mechanics of the watermelons are very well integrated, they serve for everything! as a weapon, as ammunition and to recover life. I had problems defeating the big fireball, I had to go back several times to buy more watermelons and it interrupts the rhythm of the game a bit, it would be nice to make it a little easier to defeat. I ended up spending all the gems on upgrades and ran out of gems to buy more watermelons. Partly because the way you buy items is just too much fun!
In general it is a very original and fun game, congratulations!
The sword only works after having shot the enemies, to get them out of the way, I didn't want them to be able to be eliminated with the sword because it would take the fun out of the concept of having few bullets. But you're right, it can be a bit counter-intuitive that at first the sword doesn't do damage. I should add an in-game explanation, or maybe just remove the sword. Thanks for trying it and for the feedback!
Hey! I have tried to use 3d models with few polygons to avoid performance problems, I am glad to know that it works correctly in the quest one. I take note on the lowering the music a bit. And yes, I would like to be able to expand it a bit, add more levels, I like the idea that it is a bit of a puzzle, that it invites you to think about how to spend as few bullets as possible, great idea! At the moment it is only a fairly short prototype. Thank you very much for trying it and commenting!








