I really appreciate your kind review, my sleep schedule definitely isn't thanking me for how big the scope was, but it was worth it in the long run haha.
theBigIsaac
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Thank you for the lovely review, you're the first person who's said they liked the intro so I appreciate that a lot haha. I can see where you're coming from with the screen clutter, I'll definitely look into a fix for that after the jam, maybe a setting that lowers the opacity of less important sprites, like your projectiles and gems? There isn't an actual ending other than the warning message changing after you've beaten the last boss, but I'm definitely not against the idea of adding something proper. And the iteration counter is a really great idea too. Thanks for the feedback!
Very helpful feedback, most of which hadn't occured to me but I appreciate very much! I definitely intend on returning to this game after the jam, and implementing fixes for all of the points you mentioned. Bulk buying is a must, your health is indicated by the opacity of your cube but a more visual element would be nice, red pickups are definitely not my best idea haha, a way to skip the intro is 100% coming, maybe an upgrade that gives a temporary time multiplier to speed through the start? Adjustments for homing so it focuses bosses, an option for auto fire (good idea) and maybe add a trail to the baby worm. I really appreciate that you enjoyed my game so much to write such a detailed, helpful comment!
Sorry about the crashing haha, optimisation will definitely be a focus post-jam so you can have the most even-more overpowered character possible. The game does save progress so your stats should still be there. You do unlock a bulk level buyer after beating the last boss, but I think it's a good idea to unlock it from the beginning instead. Glad you enjoyed the game, and the skill price reducer!
I absolutely suck at bullet hell games so the best I could do was 39%, but I still had a lot of fun trying. The artstyle was simple but very clean and beautiful, which is ideal for this type of game, and the music definitely enhanced the experience too. Love the idea of getting stronger the more damage you take, helps bad players (like me), but also introduces a fun risk-reward mechanic for skilled players, who might purposefully drop their health to 1 so they can no-hit the rest of the fight with the best weapons. Great work!
I'm a big fan of incremental games, and this is no exception, it's very fun to build up my AI slop empire, and watch my numbers go to insane levels. I liked the simple artstyle, and the morbid ending, the contrast between 'you destroyed the earth' and 'atleast you won a lot of game jams' is very amusing. Progression is a bit too quick, I didn't really know what I was purchasing and why, but they did make numbers go up, and I like that.
Dying seems to not work, but I'm rather thankful as it was hard enough just trying to climb the platforms. I'm not sure if you wanted it to be a rage game, but missing a jump and falling all the way to the bottom certainly made it feel that way. But I actually enjoyed the difficulty, made it feel very rewarding to ascend to the top and collect all the power-ups, would've been nice to see the stones in action at the end, but the simple 'You win' is enough for me.
Loved the atmosphere, the low drone noise and the walls slowly getting redder really did make me feel quite anxious, and the sudden appearance of that red girl made it all quite an unnerving experience. I was preparing to absoultely break my fingers mashing the keyboard trying to match what she was singing, so I'm very thankful I just had to play a single note instead haha.
Thanks for the feedback, it was difficult balancing certain scalings, as most are multipliers, they can ramp up pretty quickly, so I didn't want players to break that barrier too quickly, but I also understand this is a game jam game and voters only have so much time they can put into it. And sorry about the intro lol, I meant to make it skippable but it's just one of those features that got lost in the rush, hope it wasn't too frustrating. Glad you enjoyed the game anyways, and the music too!
Wow, that's definitely the most intense death effect I've seen in this jam! It's a fun mad dash, trying to avoid all the obstacles, although I'm not sure it's actually possible to reach the end? Maybe I was missing something, or had bad rng, but even on levels where I could run directly to the right uninterrupted, there wasn't an end in sight. Still, I had a lot of fun even if I couldn't win.
Interesting concept, it's fun running about killing waves of enemies using their own weapons, although it seems they do a better job of killing themselves haha. Maybe needs a little tweaking balancing wise, I felt I was dying quite quickly, and my gun's ammo was running out almost immediately, but I still had fun!
Shooting downwards to fly is a really fun mechanic, although I think having to immediately use it to fly through a tight set of spikes is a bit harsh haha. Other than that, I liked the cutesy art style and simple music. The mouse felt nice to control, which sometimes isn't the case when the game window is so small, but you managed to make it feel very smooth.
Free movement is definitely a good solution, and it's cool to hear that you attempted the grid based projectiles, even if it didn't work out. I did appreciate that the movement felt like a text cursor, it's just the enemies didn't like me moving so slowly haha. It sounds like you're intending to work on this more then? I'm excited to see what you have in store!
Loved the chaotic gameplay loop, flying around the screen as my railgun blasts through crowds of enemies, with some extra visual effects I bet it could be super satisfying. It was nice that powerups were constantly dropping, and seemingly could scale infinitely, made me wanna grab as many as possible to see just how insane I could make my railgun.
Very cute little game, there was a nice loop of trying to match the right attacks to the different enemy types, and the old-school visual style and sound effects gave it a nice feeling. I really enjoyed the ending too, preparing for the big final boss against the king, just for him to do the smartest thing a game characted has ever done, and leave haha.
There's an incredible amount of content on display here for such a short period of development time, multiple upgrades, enemy types, bosses, meta progression and even a leaderboard?? Super impressive work. The gameplay loop is super fun too, I love that the dash doubles as both a mobility tool, a defensive tool, and a weapon, speeding through a crowd of enemies and watching them all explode is extremely satisfying. Loved the design of the first boss, and how the music picks up when it spawns, dodging around a flurry of bullets, waiting for my dash to recharge so I could break its hearts was really fun, intense gameplay. I'm afraid to say I couldn't beat it, I think the dash nerf might be a little strong, but I'm pretty bad at balancing my game jam games so maybe I just suck haha. Either way, there's definitely enough content that I would wanna come back to this after I've played some more submissions, great job!
Definitely one of the most unique visual styles I've seen for a bullet hell type game, the intro had me interested, but once I entered the first actual area, I was stunned at how cool it looked. And that boss is awesome, classing retro bullet hell design, with a big wall of death spraying millions of projectiles all over the screen. Movement could use some reworking though, it doesn't really lend itself to the bullet hell gameplay. I think it could be a unique take on the genre if the projectiles also had to stick to the same grid as you, maybe something to consider if you ever returned to this project, which I hope you do!
It's really impressive how you managed to make it feel so crunchy and impactful with so few pixels, you've done a good job of getting as much out of that small window as you possibly can. Flight feels great, it's super satisfying to bob and weave around the enemies, while the game automatically handles the shooting, which also looks very cool. Not sure if I would call all the powerups 'overpowered', sky falling ended pretty much all my runs haha, but they are certainly ridiculous, and a lot of fun to discover. Great job!
Big fan of the aesthetic here, from the bitty sounds to midi music, it really did feel like I was playing a pre-installed game on my dad's old pc. And I loved all the extra little touches too, like being able to change the background, and the fact the settings menu is a dropdown. The game is a lot of fun as well, it has a very addicting gameplay loop, and building out my special dice was an interesting progression system.
I loved the visual style of this game, the slightly janky 3d models mixed with the cutesy hand drawn textures fit the tone perfectly, plus some funky music to top it all off. The introduction was a nice touch as well, that helped to make the world feel a little more lived in. Gameplay wise, it was simple but fun, a bit hard for me, but I enjoyed my single day running around like a headless chicken,
The presentation was really cute, I loved the cosy Christmas vibes and the calming music. The amount of different mechanics you managed to introduce was also really impressive, it kept the game feeling engaging throughout my playthrough. Wasn't a big fan of the snowmen, I found the game was challenging enough without the timing element, but all the other mechanics were really fun, great work!
Really fun take on the wave survival concept, I love how frantic it quickly gets, as I desperately rush around trying to find the right element for the current wave. I will mention that I don't think the tower should block player projectiles, I think it messes with the flow too much, and the location of the mark pickup means that enemies can often block it which pretty much guarentees a loss. Still, I really enjoyed this game, and I'd love to see the concept expanded further.
The concept of a platformer puzzler where you have to set up the level for player 2 is really neat, and a nice variety of mechanics were demonstrated throughout the short runtime. The ghosts controlled very nicely as well, I had no issues trying to navigate the levels. Also love the absolute overuse of the circle zoom transition.
I liked the simple but addictive gameplay loop, and there was some fun variations in the different casings that I could collect, making for some rewarding little synergies. Would've been nice to have some sort of visual progression, I'm guessing its endless, but some sort of counter for how many enemies I'd defeated or a score at the end would be a good addition. Good job!
It was neat using the gadgets to find hidden footprints, blood and messages. Unfortunately quite buggy, my first playthrough I got stuck after accidentally opening two drawers in quick succession, then my next one I got stuck after entering the bathroom. Would've liked to solve the mystery but atleast I enjoyed what I could play.
Thank you, I thought it would be a nice and quick way to teach the player how to use the tablet. As for the difficulty, it's tough to balance with so many different types of players, I try to keep it on the easier side to not frustrate people, but as you'll see in the comments, plenty of people still found it too hard, but I'd rather you beat it and find it too easy, then quit and never get to experience the full game! And thank you again, I was really happy how that last game turned out!
Thank you for the lovely comment, never recieved feedback on my screenshots before but it's greatly appreciated! Sorry about the death screen- it was one of the last things I added haha. And yes, all art and music was made by me within the five day time period, I never know whether the software section means just the engine or not.
Fun little platform puzzler, with a impressive amount of levels given the short span of time you had to make it. Definitely in need of some sort of indication for the spear throws, maybe a faint line or dot that follows where your character is looking. Random extra thing, but I really like the spear sprite in the logo, it just looks very nice.












