Updated, hopefully it displays better
TARDIGRADE-99
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That's weird, did not expect something like that. From that description I'm assuming it might have something to do with a lack of proper resolution handling on my end. So when clicking on the start button, it brings you to the area selection buttons, but then clicking one of the buttons just results in an empty screen?
They were, I was intending to have them show via a debug toggle but got sidetracked hard by everything else.
Although the player has a decent enough arsenal for attacks, there was practically zero polish done toward recovery, and the submitted version actually has an oversight where a buffered attack isn't reset after each hit. Once the voting ends I might touch up on the overall game a bit, at least when I'm not tunneled in on another jam.
This turned out especially well given the time-frame, and having recoil blast you forward is always a satisfying thing to have as someone who played a lot of Noita. Regarding the camera comment, there's always going to be some trial and error and memorization in platformers such as with timing and inputs, but I also think it'd be a bit more lenient if the camera displayed more of the level as you're moving through it, which would give more of a buffer to react in case you're shooting straight into a saw blade. Super Meat Boy is a good example of how you can show more of the level while still making it large enough to traverse through.
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












