Can't tell if the hexagons are simply invincible or not, but the overall gameplay was fun and simple. Neat game.
TARDIGRADE-90
Creator of
Recent community posts
Thank you for the response.
Air attacks do more damage than ground ones, and you can shoot while jumping or sprinting while you're in the middle of a slash; the gun is also very helpful in interrupting and juggling enemies at range However, as it is, the game throws you straight in without any actual tutorial (or additional description on the page itself) as a guide.
Good mechanic, using gun knockback to move around was very neat and reminded me a bit of certain wand setups from Noita. If self-bullet damage was removed, or otherwise limited to some kind of condition, and enemies had less sudden spawn-ins and hit collision, it'd be very good. Still pretty nice otherwise.
Thank you for the response.
The banner art was completely improvised, though its primary influence derives from how the cover art in DMC titles usually has a character silhouette near the title. For the title itself, I noticed that applying the Tile effect in words looked cool and decided to tweak it a bit.
As someone who has been playing Killing Floor 2 a good bit recently, this game was very nice. Finally managed to get 50 kills after multiple attempts; even after finding a seemingly decent spot to hold, there was a lot of demand to stay vigilant since the spawn points allowed them to flank you at any point.
There wasn't much of an indicator for it beyond intuiting the door sprites - an oversight from rushing it, which was on me - but when you approach a door of a room, press E to progress to the next room. The ladder platforming can be trivialized somewhat by keeping W held down as you're jumping betwen them.
Came across these so far and thought they were neat:
Witch Runner - https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3955356
TV Boy - Seeing Ghosts - https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3965983
Late Night Shop Network - https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3965063
There were a handful of oversights that resulted in the enemies being very ruthless; the Skelegunners can continue firing even when hitstunned, will aim once again on the actual gunshot, and the Guillotaurs have zero delay in-between striking, which can be brutal when they're clumped together. You can narrowly break out of stunlocking by dashing or getting a crouching strike in (crouch attacks have the shortest amount of frames), but it can still be very chaotic when paired with the gunner enemies. (The Guillotaurs were thrown into the game in an hour's worth of time shortly before submission ended)
Even in this clip I get hit pretty bad at some points
Thank you for the response.
There was a lot I had in mind for some more thematic-fitting UI, but admittedly I ended up rushing the entire project due to working on another jam at the same time that this one was ongoing.
For the TV theme, it was intended to be as if you were watching a security cam of the ongoing room, and for the Trick-or-Treat mechanic (which I didn't actually write out anywhere else until just now), the helpful feature of time slowing can turn against you; enemies have a chance to spawn in quicksilvered and hasten instead of slowing down.
This is epic
Slight change that could help with the spikes/falls/etc. would be if there was a brief delay that starts before respawning, that way the player can have some time to release the movement key.
Otherwise, it was very, very cool, the DMC influence is apparent and a good amount of the nuances in it were carried over well. As someone who likes both MMZ and DMC this game was peak
Commented on the itch.io page but forgot to leave one here:
Very cool, figuring out rotations for shot timings and turret/shield placements is satisfying.
Some slight bugs:
- If more than one menu layer is active, but the most recent one gets closed, gameplay update resumes while lower menus are still displayed
- Although the main update does pause when opening a menu, LMB/RMB is still able to be read for shooting at wherever the guns were aiming last (though perhaps that can also be inspiration for a time slow/stop mechanic)
Very cool, figuring out rotations for shot timings and turret/shield placements is satisfying.
Some slight bugs:
- If more than one menu layer is active, but the most recent one gets closed, gameplay update resumes while lower menus are still displayed
- Although the main update does pause when opening a menu, LMB/RMB is still able to be read for shooting at wherever the guns were aiming last (though perhaps that can also be inspiration for a time slow/stop mechanic)









