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sermodi

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A member registered Oct 17, 2020 · View creator page →

Creator of

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You're welcome! Feel free to give my game a try whenever you get a chance, I'd really appreciate your feedback!

we've all been there! Honestly, time in jams is always ruthless, and we all end up cutting features we wished we could include. But what you delivered in the end is super impressive! If you get a chance and want to check out my game as well, I'd love to hear your thoughts!

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Thanks for your review!

Juggling valves and pipe pressure under time pressure is super engaging! Managing the mech's systems gets fast and intense quickly. Awesome concept, and excited to see where you take it with future updates! [Rated]

Huge amount of content for a jam game! Having 20 enemy types, form swaps, and scroll magic in a beat 'em up is super impressive. The combat feels active and the progression system keeps you hooked. Awesome job! [Rated]

The black & white hand drawn art style gives off such awesome Limbo vibes! Combining that dark, atmospheric esthetic with bullethell mechanics makes for a really unique experience. Great job! [Rated]

Mad respect for making this in Pygame! The pixel art style looks awesome, and embracing the chaotic room bugs as 'features' is classic jam spirit. 

Really cool concept! [Rated]

Thnks for taking the time to leave your feedback!!! 

Sorry to hear the visual style didn't quite land for you. Art and design arn't really my strong suit, so I went for maximum simplicity. I'm definittely planning to polish and improve the visuals in future versions!

I'd love to know what you think in the future!

Haha, fair enough! Glad you enjoyed watching the physics unfold and liked the visual style. Thanks for taking the time to play and leave a note! Loved playing Something's Brewin' too, awesome work.

For a first game made together by five friends, this is amazing! The hand-drawn art style is super charming and pleasant, and the game is just plain fun to play. Huge congrats to the whole team on your first release! [Rated]

Thanks a lot for the awesome feedback!

I just checked out SWAY, was intense and super fun! Great job!

Managing structural load while balancing traffic tolls creates such an intense rush! Dragging supports on the fly while watching heavy vehicles cross is super satisfying. Amazing job! [Rated]

Thank you so much for the kind words. 

I had a blast playing New Clearun as well, great job with the tension!

That push-your-luck mechanic while the reactor goes critical creates such great tension! Balancing pace vs risk to outrun your colleagues is super addictive. Great job on this entry! [Rated]

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Haha, totally fair! Chaos and fun are the main goals here anyway! Super glad you enjoyed it despite the confusion. Thanks for giving it a shot!

Loved the concept! Instant knockout energy feel super fresh and satisfying. Rebuilding your run every time keeps each round exciting. Great job on this!

Haha, don't worry, no physics degree required! I'm super happy to hear you enjoyedit. Thanks a lot for taking the time to play and comment, it really means a lot!

Thank you so much for playing and for the honest feedback!

Awesome entry! The rule set creates such satisfying chain reactions once you get the hang of positioning the particles. Good job!!

Thanks you for your feedback obdus

Thanks you null!!

Balatro meets pharmaceutical Blackjack is such a cool and unique twist! The risk of overdosing vs reaching the target keeps the tension super high. Since you like deck-builders/card games, mine takes inspiration from Balatro but with particle physics interactions, I'd love it if you could give it a look! Great job on this! [Rated]

The 3D steampunk aesthetic on this is absolutely gorgeous! Love the cabinet-as-HUD concept and high-stakes risk/reward balance. My jam game is pretty much the complete opposite—extreme simplicity—so if you fancy trying something totally different, I'd love to know what you think! Excellent work! [Rated]

Awesome concept! The high-pressure math and card mechanics keep you totally on your toes. Since our game concepts share a bit of that math/stability vibe, I'd love it if you could check mine out too when you get a chance. Great job on this! [Rated]

Being the stubborn horse dragging the cowboy along is such a funny concept! The controls get super tricky once the spikes show up, but it's really fun and addictive. Great job! [Rated]

Such a chaotic and brilliant concept! Trying to keep the fridge standing while baking bread and fighting off enemies is peak panic. Loved the absurdity and fun gameplay! [Rated]

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Thanks you for your feedback magalise!

Really cool interpretation of the 'Unstable' theme! The art, animations, and sound effects are awesome. Managing that high-instability balance keeps you totally hooked. Great job team! (Rated)

Can u rate mine?

The dizzy movement mechanic is such a fun and chaotic twist on top-down games! Struggling for control while listening to the Pizza Tower soundtrack made it super entertaining. Great job for the jam! [Rated]

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If you have time, could you check out and rate my game?

https://itch.io/jam/do-you-wanna-jam-2026/rate/4902473

Can u rate mine?

Love the concept of swapping between melee and ranged on the fly! The corrupted program vibe fits the 'Unstable' theme perfectly. Great entry! [Rated]

Awesome platformer! Mastering the spell mechanics to move around the tower feels super satisfying once you get the hang of it. Endless mode looks like a real challenge. Great job! (Rated)

What a hilarious and charming game! Loved the wacky characters and the whole concept of helping Luci with her eccentric friends. The art is super cute and the soundtrack fits the absurd vibe perfectly. Great job team! [Rated]

What a hilarious and charming game! Loved the wacky characters and the whole concept of helping Luci with her eccentric friends. The art is super cute and the soundtrack fits the absurd vibe perfectly. Great job team! [Rated]

Awesome atmospheric game! Loved the retro sci-fi CRT terminals and the constant tension of managing the reactor. Balancing the temperatures, control rods, and sudden minigames keeps you on your toes the whole shift. Super fun and frantic experience! [Rated]

Thank you so much for the detailed feedback! I'm really glad you enjoyed the simplicity and the incremental feel. 

Also, I just rated your game as well! 

Thanks again for playing!

Super fun game! Loved beating up enemies with the guitar (the attack and counter mechanics feel great). 

The camera does get a little motion-sickness inducing, but I had a great time regardless!

 Awesome work on the art and sound.

QUENCH is a deckbuilding roguelike about collisions. You hold a hand of quarks, you smash them together, and a real particle comes out. Stable ones score almost nothing. Unstable ones score enormously, and when they decay they spawn more particles, which score too, cascading until a single hand pays six figures. But every unstable particle heats the beam, and at zero stability the magnets quench and the run is over.

Instability is your score and your death. Same number, both directions. That's the jam theme, and it's also the whole game.

Eight rounds, escalating targets, a shop between them, ~15 minutes a run. Browser, mouse only.


Eight rounds. My best is 45 428 966 and I wrote the game.

Beat it, or tell me where the beam quenched (round, score, and the particle that did it). Post it here and I'll tell you what that particle really does in a detector. If you got to the ending, tell me which of the two you got.

And maybe, could you rate my game?



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The physics is not decoration

Nothing about the particles is invented. the game holds +-50 real composite particles with their actual quark content, their measured mass in MeV and their real lifetime. The decay modes come from the Particle Data Group with their published branching ratios, so when a particle breaks apart on screen it breaks apart the way it does in a detector, with aprox. the same probabilities.

The two rules you play by are the real ones: quark + antiquark = meson, three quarks = baryon

Charge has to come out an integer. Colour has to cancel. A combination the Standard Model forbids is a combination the game rejects — I never had to write a "because I said so" rule, because a real one already existed for every case.

That turned out to be the best design decision in the project. The scoring pair — mass and lifetime — is real physics doing the job of a game system, and it's deeper than anything I'd have invented: mass is your raw number, lifetime is your multiplier, and the shorter a particle lives the more it pays. You end up learning which hadrons are fragile by playing, not by reading.

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What it's built on

Structurally this is Balatro, and I'm not going to pretend otherwise: rounds with escalating targets, a shop that sells stacking passive upgrades, and a score that is two numbers multiplied together. Balatro's real lesson isn't the maths, it's the order in which it teaches you the maths, and I stole that on purpose.

Where it departs: Balatro gives you two resources, hands and discards. QUENCH gives you one. Every collision is a commitment (there's no safe way to dump a bad hand) and every round you also pick your beam energy, which buys reach at the cost of margin. Detectors are the jokers, one-shot theories are the consumables, and there's a 50-particle catalogue plus an endless mode with its own leaderboard for anyone who wants to keep going after the eighth round.

Also, from the score-attack corner of the genre: the screen shakes as a data channel, not as decoration. You know whether a hand was good before you finish reading the number.

A couple of small things devs tend to ask about: it's Godot 4.7, all the balance lives in JSON so the whole game can be rebalanced without recompiling, and all 24 sounds are synthesised at runtime ( there isn't a single audio file in the project).

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The curiosity: try to put two top quarks in the same collision

Do it at 13 TeV. That's the only hint you get.

The reason it's interesting: the top quark is the one quark that never hadronises. It's so heavy it decays in about 10⁻ ²⁵ seconds, which is faster than the strong force can bind it to anything, so there is no hadron anywhere in nature that contains a top. Toponium  (the bound state two tops "should" make) cannot exist. Every physics-literate player eventually reaches for it anyway.

The game has an answer prepared for that. It is not a rejection message.

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Beat it, or tell me where the beam quenched (round, score, and the particle that did it). Post it here and I'll tell you what that particle really does in a detector. If you got to the ending, tell me which of the two you got.

And maybe, could you rate my game?

nice!