Nice little inspector simulator. Cohesive visuals with cool models.
Although the sound was bugged, all dialogs sounded like french, 8/10
Seems like beam attack goes both in front and behind the player. It's also annoying that snake enemies often shoot while not on screen so you are bound to lose health. I like that there are these tank bois that ricochet basic attack to your heart making a single attack spam not an option. Neat game, could use extra variety of enemies? or maybe some attacks could erase enemy projectiles like a bomb?
Additionally in my opinion the lack of attack/hit/death SFX is a tremendous downside in such game.
Pixelart is solid (especially liked the bucket with water and grain having baked in reflections/shadows.
The pig model and textures for some reason remind me of dungeon siege like it's low fidelity, but you wouldn't notice from top-down faraway perspective maybe?
Lastly for visuals - i also like your dithering postprocess. It's enough to provide some roughness without too much noise
I also like that you can chop the tree isntead of following it's orders.
If it's really your first gamejam project then congrats, it's not bad at all. I've made more crappy games ;_;
Took long to load, but then it played without lags, so it's obviously not on godot :)
Nice vehicle handling; even when i tripped like 4 times the car went back up, but i still managed to wedge myself between some hedges and buildings austin powers style and spent solid 5 minutes trying to get out. Also the map layout reminds me of old carmageddon maps.
IMO in some places it's way too dark and you could add some timed trigger at the end because i sat there like a dumbass for a while not knowing that you have to leave. Good game overall, but you should have a rat to drive a rat rod, 9/10.

There seems to be an issue where vertical velocity is still being added and when you trip over the edge without jumping your character gets rapidly yeeted downward but otherwise it's a cool looking platformer game; reminds me of launching myself with a doublebarrel shotgun in team fortress.
if you mind, you could please rate my crappy game :)
Very nice survival game foundation; the theme hits very well.
A nice addition would be inventory management and some compass/arrow leading you to the elevator.
My main issue is that there is way too much dithering on floor tiles and in day/night cycle which was an eyesore. Additionally the item count for crafting in some cases was illegible.
Addictive game. I like that there are multiple resources and the fact that each ability upgrade is also a visual change. I guess the massive lags and eardrum-rupturing sound stacking is part of the reward in the endgame.
Also the swordplay is a familiar and easy motion of swinging your palm back and forth ( ͡° ͜ʖ ͡°)
Thanks for the reply
Yes, i was struggling with the artstyle and to speed things up i've created some models that use simple gradient with colors based on UV coords. Some materials are way too specaular because of my poor managment of materials in godot (IDK how to change materials of specific objects in batches and i imported whole levels straight up from blender to .glb which also created material duplicates)
Very nice illustrations. They could've used more animations related to the tiles you step on, but it still looks gorgeous (yes i love rats).
The controls initially are hard to get a hold of but then you start thinking real hard about next move. I liked the visual design of rat king (of course with tangled tails)