What I meant was, even if you don’t read what patient says or don’t read anything when inspecting their eyes/skin etc. You can still get the hang of what is going on via notes. so all you have to do is click everything first, and then the game automatically creates you the notes. Then you can compare those notes with the tome, to then get to a conclusion. What I’m suggesting is, the game could maybe not give those notes and we’d try to compare what we have on dialogue screen with the tome, especially combined with the stuff that you’ve planned to do, I think would make it harder and would lean towards mystery solving/puzzle type more. Like I also said, everything is also fine as it is, that’d have been my preference though.
shellan
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Played yours, did also leave my feedback under the submission.
Here is mine, thx in advance: https://itch.io/jam/gamedevtv-jam-2026/rate/4611229
Making a city builder in such short time, also while creating all the 3d assets is quite impressive! The quest tracking after you get quests didn't work so well for me, sometimes I completed something, like demolishing factories, before I planted the first tree, which made it so that the quest was not doable for me. So I restarted the game and then this time because I researched something earlier than the quest came, I couldnt do it ever too. I just ignored it and kept on playing and it was nice. Afterwards though I was out of money and didn't know how to earn any, waited a bit but didnt seem like anything was generating, maybe I missed something and didn't play properly but I really can see the effort you guys did put in and wanted to actually play "building the stations and connecting stuff with subways" part as well, would appreciate if you can tell me how to proceed in game so that I can play it for longer. But even for the part I've played it looks very very nice, thx in advance.
Played it! you can find the feedback under the submission.
here is mine, thx in advance: https://itch.io/jam/gamedevtv-jam-2026/rate/4611229
Very cool idea! Had a lot of fun playing this, only thing I could say for improvement is maybe add time limits to turns, because I found myself optimising too much for my own good, therefore winning it yes, but at the cost of fun. So did put imaginary time limits while playing, I think it worked very well.
Amazing game, I love autobattlers, both making and playing them and this one has a very interesting mechanic. I love all the options and trying to make different builds. I think game was a bit too generous with gold, always bought a lot of stuff without worrying, didn't even need to sell most of the stuff I wasn't even using, so I'd say thats maybe improvable. I'll keep playing and will try a minion build now, just wanted to comment and rate beforehand! You definitely made something to be proud of, I'm sure making all those mechanics was quite the work!
Not my type of game usually, but loved the visuals and the completeness of it was very amusing in such short time. I was also not very good at connecting the dots but still figured out who it was without actually understanding every single thing going on. It was so fun to play, but also not my cup of tea so won't be playing it more times sadly, so will not be able to learn about everything that happened. Easily the most memorable thing I've played in this jam so far, don't think I am alone either.
Concept is very cool and had fun playing it. Only thing I'd say is, it felt a bit too guiding, everything I can click is predetermined and wether I read the dialogue or not, I get the important stuff on notes, so all I had to do was click everything and then check in on tome. I know its a jam game and some people might not prefer reading all that text to actually make a diagnosis but for this game I believe that'd have been the charm. Thx for the submission, was a nice experience!
Love this, very cozy and sound effects were nice! The only thing that frustrated me was sometimes there are no clues about which children should be on right or left, so I tought both answers would be correct, but then I gotta try and find out which one actually is wrong. Maybe there was a clue already and Im too dumb to understand, sorry if that is the case, was a fun and calming experience!
I love this, an amazing concept, amazing visuals, hard enough to challange, not so hard to make it frustrating, SFX and music also amazing! The only thing that did frustrate me so much is the aiming, its very frustrating to aim, and on top of that you have to act fast because enemies come very fast, but then again if you have been clicking the core and immediately click your fighter blob, it shoots randomly without giving you the chance to aim, I don't know if it is a bug or my incompetence, but that kept me from playing for more after a solid 10-15 minutes gameplay, because it felt unfair. Other than this issue I think everything was executed so well, the upgrades also felt very meaningful, an amazing game regardless, thanks for the experience!
I liked the idea, didnt understand the controls though, I guess after a certain length we can't build a branch? Then also when fighting enemies, do I just attack them until 50% succeeds? With meaningful choices to energy and energy not being infinite after a certain amount of trees, I think this can be a very strategic game. Thx for the cozy vibes with the music as well, it was nice.
I love the idea, I'm guessing you are someone works with eyetrackers for experiments? Very very interesting, but even though I tried to calibrate like 4 times, I cant make it so that it understands that I'm looking on the corners, I tried without glasses too, and still didn't work, maybe it is my camera, thx for broadening my horizons though!
Concept of running away from a prison with puzzles is very nice, I also liked the music and sound effects. For the switch puzzles though, I didn't get the logic, do I just keep trying until I get the right one? On the second switches with 5 of them, there was 3 lights which made me think some switches would turn some of the lights on and off, which would give us some clues, but all 3 lights turned on with the right combination, and there is 32 combinations so it gets a bit repetitive quickly. Was a nice and chill experience.
I liked how it gives some time, starts easy and makes you get used to it. I didn't go too far in the game but at some point I realised not popping stuff doesnt lose me HP, therefore I could just stay idle or wait and make sure Im popping the right color, which broke the rythmic illusion for me, but other than that I like the idea and the gameplay, was a very fun experience!
Thx for the feedback, I know there is a bug, when on mobile if you click on a blob on the party ui, if it is on a specific part, you trigger the party ui again and then blobs duplicate. But it shouldn’t have been the case on a pc, did u perhaps play on mobile? If not if you can share more details, as much as you remember, like what happened or what you have clicked, I would appreciate it so much, thx again!
Thx for the feedback, balancing a game to make it playable in a jam, especially with time constraints is a problem we all face, because I didnt have that much time I just slapped there a 2x button to progress faster, and I believe that should’ve been the games normal speed even, you are correct its a bit slow otherwise, maybe feels slow for a jam game even with that? I don’t know I can’t objectively test it while I am the developer and know every detail. I’m very glad you liked it!
I always loved the cell stage of Spore and got bored on the rest, and this feels like a rogue-lite version of it, which is a very cool idea. Had fun, but felt like a bit guidance was needed on some stuff, its a bit confusing right now and understanding what does what is a trial and error, but loved it and its completely normal for a jam game that is made in one week. Its also crazy that you made so many parts/upgrades in such a short time!
It was fun and so frustrating at the same time, but I'm guessing thats the whole point and it definitely achieved that. Dropping all the members after gathering that many or while the bar is so close to getting a new member but it gets hit by something is so frustrating! I feel like abilities could've been stronger though, all the time I just tried to get whichever member I found, without caring about what ability they have. Overall liked it quite a bit!
Thanks for the feedback! I will definitely rebalance it/change some stuff, units were actually staying at the start but at some point I have realized that buying a lot of units isn't really punishing and wanted progress to be not just perma upgrades between runs but also knowledge being an upgrade by itself. "If you know how many units you'll need for a particular wave then you can invest the rest on buildings", is what I was aiming for. But in the end as you can also tell I couldn't balance it nicely which made early game grindy and late game pretty easy, so appreciate your feedback a lot! I will definitely improve and also will consider balance part from the start next time, not as something "I can fix later".
I love the concept "Build your own level with the pieces I give you." and different tiles having different mechanics while you play them and when they are placed is amazing. What I would really like would be a different key for placing stuff, I kept on placing tiles while trying to jump back already. Also I know this is a design choice and I totally respect it but, maybe "resets" could only reset the last tile instead of the whole level to fix the one misplaced tile, which sometimes completely ruins the level and also ruins the pacing while you have to put all those tiles back on spots. I had a lot of fun playing it!
Its quite fun, feeling of progress is nice! Only thing my eyes wanted to see badly was health bars or some visual representation when something took damage, on late game it wasn't a problem while I was crushing everything but in the early game where I barely scratched the turrets, I would've loved some visual feedback. Nice work!
Love the art, love the concept, love autobattlers in general, its amazing! There are some balance issues for sure, and bugs making it not possible to buy stuff while I had the money for, or sometimes fields/units merging but nothing happening at all, making it difficult to min/max stuff to make absolutely crazy builds, but the core is there for that! I had so fun even though some of those issues were frustrating at times, and bugs and balance issues will ofc be there for a game jam, I would definitely love to see an update on this one and come back to play, amazing.

