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Skeever

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A member registered Oct 20, 2025 · View creator page →

Creator of

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I reached the good ending :)
Glad to know I could pet the dog, even if it was only in text.

Great art style and I like the idea of using the timer as a currency! Movement is fluid as well!
The pistols not having a cooldown and dealing low damage made combat feel like I had to spam the mouse to play effectively. Maybe give it a short cooldown but make it deal higher damage to stay in line with the other guns?
Keeping the upgrades next to the wall also makes it risky to buy things as it is easy to get cornered and stuck in a group of enemies.
Also, there is no way to confirm if you are selecting an upgrade or not. In my first attempt, I walked into an upgrade and immediately died because I did not know that my time was the currency. You could tie buying upgrades to a key press while nearby instead of just when entering the trigger area.

This has been the best game I have played so far. The main mechanic is tied into both the countdown and the platforming, which I thought was very interesting.
If I were to make any changes, it'd be to increase the weight of the blocks. Currently they are so light that they can be flung across the entire level on accident. There were a few times where I tried to build a bridge, one block gets nudged slightly and then everything falls down.
Now that I think about it, this game kind of reminds me of Poly Bridge.
There is also a noticeable difficulty spike between levels (especially the last level).
Perhaps for a future update you could add some kind of level editor. It'd be fun to play around with choosing what obstacles to avoid and what numbers we get (possibly also some other operators than just +).
Overall, this is a great game, especially for your first jam! Keep making games!

Good use of theme, but not very interactive. Not really sure what you can do about that. Have some way to speed up the demise of the world and that changes the quotes to be more frantic/worried? That may detract from the overall message though.
Either way though, keep on making games!

Loved the art style and audio for this one!
It was a bit unclear where I had to go and how to interact, but I eventually found out through trial and error (I thought I would have needed to place the battery for it to charge the elevator). Adding some text in the tutorial level would probably help to clear things up.
It also feels like the battery drain can be a bit too punishing at times. At first I didn't know why it was draining so fast as there isn't much feedback showing you that obstacles take away your charge. I kept needing to reopen the game to restart the level upon every death as well.
Overall though, I really like where this game is going. Keep up the good work!

Thanks for checking it out :)

D:
How could you...

Honestly didn't expect it to be such a common take on the theme, but I'm glad to hear that you liked mine :)

Thanks for playing! 

I've been working on making the game less frustrating as a whole, so it should be easier to interact with the levers when the update comes out later today.

For the blue lever, its probably because it requires you to spin it in the opposite direction. There are arrows around each crank showing the direction they need to spin. 

Ah thats still good feedback. Maybe I need to make the arrows showing that clearer.

Thanks for playing!

Thanks for playing!

I was hoping to add some kind of shop or something like that so that you could spend your points but ran out of time. Same thing for audio as well.

If I ever update it, those are definitely high on the list of things to add!

The blue crank requires you to turn it in the other direction for electricity to be generated. If you were doing that and it still did nothing then uhhh... oops.

Thanks for the feedback though! One of my main ideas was for it to be like the minigames from WarioWare or Among Us, so that's great to hear!

Just played through it and it was good :)

The art in the corner was nice, though I feel it could be more responsive with collecting kindling.

There should definitely be some feature added to help get around the enemies. Once one saw me, I kept running from it, leading me to even more enemies. It ended with an entire swarm chasing me.
If there was some way to hide or get them to stop chasing, the game could feel less hectic and more strategic. It would probably slow the pace down though, which may conflict with your vision for the game.

It does fix it for the most part. The stats are in the right place, but only when not in full screen. If I press f11 as the game suggests, it gets cut off again.

Thanks for the feedback! I'm glad to know you enjoyed it.

This is a good game and I'd like to see more from it. 

I'd love to see more controls than just moving, jumping and turning into a beyblade (birdblade? beybird?). Maybe some kind of dash you can use to ram into the enemy or dodge, or a double jump?

In terms of issues I had with the game, the camera zooming out feels a bit jarring - especially when repeatedly ramming into and getting knocked back by the enemy.

Also, the bot sometimes just walks off the map when the match starts? I don't know what causes it. Doesn't seem like that big of an issue though since rematches are quick enough.

I liked this game! Turning the handle of a cotton candy machine is a good use of theme.

If there's any feedback I could give, it'd be to ensure that the player can't just ignore the spinning mechanic. I found that you can just move the handle side to side instead of in a circle, and it produces the same results.

Also, I would put the cotton candy machine in the middle of the screen so that the player has more room to move their mouse around it.

Another issue I had was that I didn't know I could hold down the "Add Syrup" button. I was stuck spinning the machine with only like 5.0 of syrup in it like a fool!

The art for this is excellent! I am also amazed at how much you've managed to fit in for a 7 day jam!

If there's any feedback I can give in terms of changes to make, it'd be to add some kind of UI that appears when you hover over your items during a run that gives you a short description of what they do.

Also, if the game was to get updated, you should add animations for attacks to give more feedback to the player. It could also help to make it clearer that the player still attacks when healing or shielding, which I didn't fully understand until after my first run.

Honestly yeah there are a few changes I'd like to make to make turning the crank less frustrating. Thanks for the feedback!

I couldn't press Enter to continue past the first screen :(
That's a shame as well since the cover art looked good too. Hope this gets fixed so that I can see what it's like.

Overall, I enjoyed the game, but it doesn't feel the most engaging.
It seems the only way to interact with the game is to press the spin button, choose a slice and then place it. The battles don't actually ask much of the player. It may be more fun if there were other options that change how you play as a reaction to things that happen in the fight.

I wish there was a way to see what my slices did while choosing which to replace.
I also ran into an issue with the stats UI getting cut off when playing fullscreen in browser, but not when not in fullscreen.
I've just noticed that I can hover over key words in slice descriptions to see what they do! That's neat! You may want to colour those in so that they are more noticeable.

Other than that, the game seems very polished. Its good to see one that has music and sound effects on top of good art too.

I like this game! It has a good bit of potential. Once I figured out I could shoot while rolling to gain speed, movement became a lot more fun. 
The movement could be improved further if the armadillo leaned in the same direction as the surface they were on (for example they roll sideways when wall running (wall rolling?)).
Rolling up ramps also kills momentum. Not entirely sure how you would fix that, but it's something to look into.

Overall though, its a good game and I'd love to see more.

Personally I think the game's great. I can really see the project management in it. Whoever did that should be proud of themself. Narrative kinda fell through though

the car, in fact, did go fast. can confirm. probably. perchance

Wow! That Wright Flyer model looks so cool. The person who made that should be paid a million pounds.