Will you also be giving feedback on the games in the form of comments? One of the most impactful portions of a jam game is receiving feedback. Due to relatively few submissions, and no community vote, most games only have a few comments, or none at all.
Once you've announced the winners, it would be amazing if the Jurors could go back through at least some of the games they played, and leave their feedback.
PSA: For the ARD game jam in Germany, they used a community vote to determine the top 20. These 20 games were played by a Jury on Twitch, and then there was a live-stream for the winners. In that jam, my game had thousands of plays, compared to <10 for this jam.
SirLich
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You can send them an email: https://itch.io/jam/coolmath-game-jam-2026/topic/6461118/late-submission-instruc...
Very cool! It's a nice twist on the Tower Defense genera.
I struggled a bit with the controls in the beginning, so maybe this will help somebody: You have control over where the roots grow. When you select the starting base (or a root), you can click inside of the circle to direct where the root will grow. It takes a second to grow.
I'm sure it's out of scope, but it would have been really cool if the enemy was more dynamic. I think right now it doesn't get stronger over time (?) so once you've handled your defense, the game is technically already over.
The itch page states:
> You can use assets not made by you so long as you have the proper license to use them and credit the source
The more detailed rules states:
> Submissions must be original work created by the entrant or the Team and must not contain content created by a third party, such as images or artwork, other than appropriately credited open-source software;
This feels entirely contrary to me. Please clarify.
You were asking for play-testers, so here goes.
Who am I? Game developer by profession and hobby. I don't usually play auto-battlers, but I do enjoy strategy games.
First impressions (store page and trailer):
Your presentation and trailer are very nice. I like that you jump directly into gameplay. My first impression is that it's a mobile game, or heavily inspired by the style of mobile games. Art, juice, SFX, and especially the UI give me this impression. Nits: You have two screenshots (side-bar) and two screenshots (main page), along with first frame of the trailer that are all showing very similar backgrounds (beige). I wonder how feasible it would be to create different environments for the battles to take place? For the close-up screenshots, it would already be enough to color-grade the ground differently (e.g., one with a more vibrant brown, or gray). Second nit: Word mark is a bit hard to read.
Tutorial:
The initial start-page was a bit overwhelming. There was a lot to read (home faction, enemy faction, hero, etc). And it triggered before the tutorial. I think maybe for the first play, you could try to guide the player through this page faster. It might be enough to have a flashing arrow pointing to the continue button or something similar. I spent time on this page that wasn't necessary, because directly afterwards the tutorial started. The rest of the tutorial was very good. I liked how you triggered tutorial pages as-needed (e.g., before the shop) instead of giving the player a ton to read up-front.
Gameplay impressions:
The basic game concept was fun, and easy to understand. I was surprised that there wasn't anything similar to pass-through damage (I mean, if an enemy was in a row un-opposed, it just didn't do anything?). As a player, I felt motivated to make sure my people didn't die, but I didn't feel motivated to min-max my total damage. I would often ensure that my people were either in rows un-opposed (seems my total damage was always higher than theirs?), or ensure I had at least tied their damage in each row. In the play-through, I lost one unit in wave 9 due to a miscalculation.
In general the gameplay was a tiny bit shallower than I hoped. I would at least consider whether passthrough damage (e.g., Inscryption style) would fit into the game.
Nits:
- You have some inconsistent UX. For example the barracks and infirmary are without text (had to click them to know what they did), while the Continue button has text.
- The large red numbers showing player/enemy summed attack seem hastily placed. Also maybe buggy: It didn't seem to correctly calculate enemy attacks (showing 0, when enemy had 2x3)
- "Can reposition twice" OK, but where is it indicated that I've already re-positioned once?
Really nice entry! I enjoyed playing through all of the levels.
I would have enjoyed if there was a "fade to black" when you died. Sometimes it was dissorienting to be teleported so directly.
The Web version also didn't work for me: mouse wasn't captured. I played the desktop version.
Performance was also quite rough. Probably there were some simple optimizations you could have used (like instanced geometry) that would have solved that. I couldn't find source code though, so I couldn't snoop xD
Nice job! I love the theme interpretation.
I sadly ran into some duplicate-solution issues as well. I think it's probably very tough to eliminate them all.
I could see this game being used in an educational setting, to show the basics of layers and filter. I kinda want to see a 3D version of this now with booleans and blender-style modifiers (e.g., array, twist).
Pretty nice game! As others have said, some audio would have been really nice.
I really like that you took the time to add upgrade cards. It makes it feel like the start of a Roguelike.
Note: The game is easily broken by standing across two "planks" at once. This allows you to walk forever without gathering resources or building.
Also don't ask me to reply on your itch page. I'm happy replying here.
Nice job! You got a good chuckle out of us in the first 2 seconds with your wonderful audio intro. In general the SFX are our favorite part.
Nits: On some levels, the ball didn't align with the direction I was aiming. It also would have been nice if the physics objects aligned a bit closer with the visauals -the ball would often bounce on something I wasn't expecting, or conversly, pass through something I was expecting to be solid.









