Yea sorry about that, added some last minute tutorial stuff and it ended up causing that. Thank you for playing!
Sevadusk
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Right as I opened up the game I was like oh no, fly buzzing sounds lol
It was a nice silly game; the background music was nice in setting the mood and the main mechanic had some juice to it. The blood and sfx really add a lot. It definitely feels like it would have gotten a lot of plays as a web game, so its a bit unfortunate you didn't get it there. The mouse problem I heard you can set to mouse mode hidden/captured and it should work.
At some point, I was just spinning my mouse in a circle, and it just killed everything haha. I am so surprised I was actually hitting things, that looks very complex to achieve. I noticed that the weapon selector can have duplicates, so probably removing the first one from the pool would avoid that from happening. I also saw some enemies with more than one hp, maybe a red flash tween on modulate would have given some more juice there to show it was being hit.
I had some problems getting people to play our game as well, but after rating a bunch and leaving comments, we got a bit of traffic to ours at least. Thank you for submitting!
Hey thank you for playing!
Not going to take credit for the main menu control binding and misc tabs, we got those from Mack's godot game template. The other options like the map setup and functionality we made scratch, tailored to this game. I saw someone else have the same issue with the UI, will look into that. Initially we had tile highlight on as default, but I felt it was more immersive and changed it. After watching a few people play, it definitely seems better with it on by default.
This is a really immersive environment you created here, along with the unique take on the theme. The voice acting and ambient music really set the initial mood well. Lots of tutorials to help with the mechanics, and you could really spend a lot of time trying to master the physics behind all this.
Overall, it's a really polished and nice entry to play around and experiment with
Really loved this concept, interesting interpretation of the theme
- The sound effects and the art direction were very immersive
- The turn-based gameplay and combat were innovative
- Sometimes it felt that an item that should've slotted in should've and vice versa. There are a few bugs there probably, but some feedback on if I placed something incorrectly would be useful. Some flashing red with more sound effects would be enough to convey that.
- Synergies weren't well enough explained, I saw the red indicator vs white one, but would love to see this taken further into a concept. If you show the player a list of synergies or even better, some text on the screen to show the player they've "discovered" a new synergy and what it does. For the jam timeframe you did enough here, but if you take it further I would love to see more interactions and explanations.
- Strategy wise, there wasn't much. I was just placing my cards in the slots and it just ended up working. With higher difficulty and that synergy based gameplay. Possibly saving a few cards for a later synergy, etc. I could see this have some great potential as an official game
- I saw some grammar/spelling errors here and there, and the tutorial button when hovered got cut off a bit, but thats really minor stuff.
Overall, great entry!
Really like this concept and the game loop
- Initially I was thinking it was too slow, and progression would be cooler without the unlock system you had. Then, I liked seeing those upgrades getting you further and further.
- The music changing with your speed and the vocals that pop up later were pretty sick. Kept playing for a bit to see the progression in the music. The dump truck is insane lol
- The interpretation of decaying battery is interesting, we had it flowing around in our team brainstorms, and its still slightly loosely connected, but I like this.
- The menu I had to be careful around because one select means its bought. Maybe if you click it once, it brings up a description menu where you buy it.
- The progression could be slightly faster at the start, but balancing during a jam you did great already. Also is some slight improvement possible in graphics, but again in the jam you have lots already.
I probably would want to make a game like this soon.
Great work!
First of all, wow, thank you so much for the detailed review. It's very much appreciated, and I want to give you some thought process behind those decisions:
- There wasn't much time for narrative and cohesion with the amount of features we added. The tutorial text we thought would be enough alongside the intuitive nature of the game. Adding features is always fun but then explaining them and making sure they have no bugs is the part no one wants to do haha. So thats understandable. If we had another person in engine, or more time it would have been addressed.
- Personally, I was working on refactoring the tile placement to be more optimized. I found creating all these objects at runtime wasn't a good idea, and it started to lag quite a lot. Really glad that you saw it working fluidly there, with all of those mechanics in place.
I had the luxury of working with some great talent so I was able to just work on all of the code, optimizations etc.
- For the UI, we made the hud, setup, and gameover scenes from scratch. The leaderboard was made using a plugin, but I don't think creating that from scratch is really a good priority in a jam either. Most UI stuff were just last minute additions, so I understand the frustrations there as well. The only thing we used the template for was the main menu options and loading screen. That was to rebind controls, etc. If its going to be the same every time, I don't know why you have to spend dev time recreating them. I wouldn't really compare that with AI, that's doing it a bit of disservice, when the team wants to prioritize other tasks. Especially since its the most taxing and tedious part, imo, working with the UI.
Glad you had some fun with the game, and nice top score there, and once again thank you for the review!
The core gameloop was simple, intuitive, and fun. The gameplay did start to feel a bit repetitive after some time though. Some variation with something like class abilities might help, but it is a jam and there isn't much time for all those fancy additions. The game feels great, but the lack of music did hurt the overall vibe. For your first jam, this is incredible work!
The level of care you put into the player controller is insane. The controls are all super fluid, and one of the best movement systems I've seen in a platformer so far. The game is difficult, and only got to level 3, but I decided to call it there and test other jam games out. I also like how many details there are in the game's overall vibe too, the mechanics are very clever. Great entry!
This is my first 5/5 across the board (except for audio, which was really good, but I like to reserve those for the people who made it from scratch). This is a professional quality game that you should definitely think about releasing. The game crashed for me twice on web which is a bummer, but other than that this was such a great game. I combined the dice once and I was like "cool." But then when I combined the dice again to make assassin, that felt amazing. Great entry!!
The control scheme messed with the fun, but it's a nice concept and I really like unique takes such as this one with weapon systems! There is room for improvement in graphics and the sfx sounded purposefully cut so it didn't really fit that well. Despite those flaws, congrats on submitting and great entry!
Nice take on the theme, but I think the jump key is slightly unresponsive and you have a tiny margin of error. I was able to get through a few levels, but those two issues combined destroy the platformer core. I also think changing forms with h,j,k is a bit clunky. The graphics were really cool, and I like the atmosphere. The difficulty curve is extreme but justified. Great entry with potential after a few controller fixes!
Me and my homies hate the bomb. Got it on my first try, and the bomb does me like that! The code puzzle was well done and took me the longest, and the constant reminders that the time was ticking down was a nice touch. The overall game was really nice, but the holes accepted any shape (edit: I thought it was a bug, but it was a reference?) . Aside from this not fitting the theme as well, the game was really nice, and I enjoyed it.
Did you make the art and sounds? If so, really well done creating this aesthetic. I really didn't like the control scheme, I'd prefer WASD movement for platformers especially or an option to rebind. Moving the box was also really buggy at times aside. Congrats on crossing the finish line and submitting this!

I really liked the core mechanic of this game. The sound design was great and allowed the immersion to be on point.
There were a few bugs I ran into though on the reflection levels. The door seemed to open sometimes without me collecting all the lights, and sometimes when I collected all the lights the door wouldn't show. One level in particular I collected a light, and when I respawned, the light was missing, and I had to restart the game to complete the level. It looks like this is every team member's first or second jam, and this is extremely polished for that experience level. Great work!
I really liked the concept and gameplay loop. The game isn't paused during upgrade selection which would be a good qol fix. I also think all bullets should be removed when a wave is completed. The SFX was a bit sharp, but when I lowered the volume and the music started playing, the bullet sound matched the music really well. The visuals are also very polished, and I had fun playing!
You guys knocked it out of the park with this game. The music and sfx were really well done, and the game mechanics were really good. Always impressed with the visuals from Xandruher, but they were extra nice this time around. The vfx is also really nice here. I also see that Ryo was doing development/programming solo and that is also impressive. I like the take on reflecting/parrying enemy bullets for this theme, but sometimes the parry felt a bit random.
I think the game would also benefit from some sort of scoring/leaderboard system, as I don't think it was possible to die so I was just messing around with the different bots. The UI was also a bit standard though, and there was room for improvement there.
Those issues aside, I was really enjoying the music and reflecting stuff to destroy turrets. This is truly a wild entry. Congrats to the team for crossing the finish line!
The animation at the start was a nice touch and the concept was interesting. The controls icons were switched, and I had to look at the itch page and mess around to figure out. The art style wasn't too cohesive, and the player character not being animated was a huge immersion break. The use of lighting was pretty cool.























