Asteroids with a module and inventory layer is a clear and interesting idea, and the HUD with energy and health is easy to read. I liked that the controls are documented on the page and that the sound effects are credited. In play, the bullets are tiny and slow, and the recoil makes the ship drift, so I had trouble confirming hits and never saw my score change. A short in-game explanation of the module system and a clearer hit effect or score popup would make the core loop much easier to feel.
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I really like the minimal mint-green look, the hand-written font and the step-by-step tutorial arrows. Restart and undo are easy to reach, which is great for a short 30 second level. The slingshot has no aim line or power indicator, so small pulls looked unresponsive and I could not manage to merge two balls. The timer also seems to run during the tutorial, and the scoring goal is unclear, so an aim preview and a paused timer at the start would help a lot.
The felt table, chunky colored dice and juicy title screen give this a lot of charm, and merging matching dice into bigger ones is a neat chain mechanic with a roguelite structure on top. Aiming was the hard part for me, because there is no trajectory guide, the drag direction feels inverted on one axis and the power saturates quickly. The merge and scoring rule is not explained either, so a short first-throw tutorial and an aim preview would make it much more approachable.
The hand-drawn slime with thick outlines is adorable, and dragging its three hands onto platforms to climb feels tactile and original. The tutorial prompts are friendly. I did not realize there was a reach limit, so long drags silently failed, and when the slime fell the level reset without much explanation. Showing the reach range while dragging, and tying the chain theme more clearly to the climbing, would make it stronger.
The presentation is bright and bold, with googly-eyed blob players, nice trails and a clear instruction banner. The drag-back-and-release flick feels satisfying, and passing between teammates is a fun way to use the chain idea. In my few minutes I never scored or clearly saw a chain pass, and it was not always clear whose turn it was or when the ball had stopped. A visible turn indicator and a hint of the ideal pass would make the first match smoother.
This is one of the most polished entries I played. The crayon and paper-craft look is gorgeous, and watching a single match turn into a spreading fire with a combo meter and medals is exactly the chain reaction fantasy. The upgrade tree and the "New record!" payoff make me want to retry right away. My first drop stalled at a road gap with no explanation, so a short hint about why the fire stopped would help new players.
Fire spreading through the bushes after a flaming arrow is a very on-theme chain reaction, and the dark forest with embers and dynamic lighting has a great atmosphere. Unfortunately I had no idea about the controls at first (WASD did not move, arrow keys only scrolled the view), so a quick control hint would help a lot. When the archer was defeated the screen went almost dark with no clear game over, so a proper end screen would make it feel finished.
Controlling a ragdoll with four keys is a funny and readable idea, and the pastel art with thick outlines is very clean. The domino and bowling levels fit the chain reaction theme nicely. The early levels can be cleared by mashing keys, so a small hint about timing or limb order would help it feel like a puzzle sooner. I also could not tell what each Workshop upgrade changes, so a short description would help.
The chain theme is the core mechanic here, and it works really well. Tapping a cube and watching it push the others in a line is satisfying, and the tutorial that highlights exactly which cube to tap made onboarding painless. The 3-star ratings and confetti feel rewarding. In the denser stacks it was hard to read which cube pushes which, and the camera rotate versus tap gesture could be a bit clearer.
Great job on the feel of this one. The pixel terrain crumbling under each blast and the bouncing cube look and sound juicy, and the teleport to the next level keeps the pace up. I would love a short on-screen hint about the goal, because it took me a while to understand what I was supposed to blast first. Making the chain of explosions more visible, for example by flashing blocks that trigger others, would also strengthen the theme.
Love the clarity of this one! One shot, an aim line with a bounce preview, and atoms that fire their own electrons make the chain reaction theme the actual rule of the game. The green progress bar filling up and the grid transitions on clear and fail feel really satisfying, and the levels stay short and snappy. One suggestion: since a single missed shot restarts the level, a small hint about why the chain failed (for example highlighting the atoms that were missed) would make retries feel more informative. Great job!
Beautiful presentation! The green PCB board, the glowing wires and the fire at the source look fantastic, and a circuit puzzle built on numbers is a fresh idea. The red and green output readout is also easy to understand. One suggestion: picking up pieces needed a long press for me, since a normal drag did nothing (I saw the note about the Wavedash fix), and the rotate buttons are small and far from the cell. A clearer tutorial about which piece orientation is needed would also help. Nice work!
This is fantastic! The gothic pixel art and title scene are gorgeous, and the idea that your attack stays the same while what happens when an enemy dies gets stronger is a perfect fit for chain reaction. The escalating banners from CASCADE to ANNIHILATION and the score exploding as the chains grow felt great, and the mutation choices add real build variety. One suggestion: the early game felt very automatic and the effects get so dense that it is hard to see the player and threats, and the mutation card text is long, so a shorter summary and a visible list of owned mutations would help. Amazing work!
Really polished game! The UI and palette are clean, the skippable tutorial teaches place, merge and deliver in just a few steps, and the order system gives every move a clear goal. Merging blocks up and delivering them for coins and a multiplier is very satisfying. One suggestion: the two-tap merge (first tap highlights, second tap merges) was not obvious at first and does nothing when levels differ, so a small hint text there would help. Great work!
What a calm and beautiful game! The night-sky palette and soft glow are lovely, and waking a tree that then provides water to wake the next one is an elegant take on chain reaction. The awakening feedback with the canopy lighting up felt rewarding. One suggestion: the onboarding could be clearer, since it took me a moment to realize I must drag nutrients from above the ground and that Grow does nothing until something is placed, so a short hint there would help. Lovely work!
Hi Thap Tam! The concept of a growing chain of blocks reacting to shifting safe zones is interesting and fits the theme well. I noticed the controls felt a little unresponsive at first (took a few tries to get the first move registered) - might be worth double-checking input handling for edge cases. The core idea has potential if you keep developing it after the jam!
This nailed the theme in the most literal and satisfying way - landing a 5-chain with the flail felt amazing! The 3D presentation, the fission meter, and the 'Reaction Stage' progression all came together really well for a jam game. Incredibly polished. My only note is the tutorial pacing felt slightly slow before I got to really cut loose.
The shield/venom/auto-cure power-up system adds real decision-making on top of the classic snake loop, and seeing bots and other players sharing the map made it feel alive. Controls were responsive with arrow keys. The food/poison dot density felt a bit overwhelming visually - maybe dimming non-active pickups slightly would help the player focus on what's actually useful right now.
The gear-dropping loop and the conveyor belt filling up with +1 gears is a satisfying little economy to watch - I enjoyed buying and queuing gears while the cost climbed. I wasn't sure what happens once the belt fills up (I didn't see it trigger anything), so a clearer visual cue for the payoff moment would make the loop click faster for new players.
The pixel art for the fallen stars is charming and the "ENTER" prompt made it easy to jump into the action. I managed to trigger a burst and watched the step counter and star indicator react, which felt responsive. I did find it hard to tell exactly what my burst was supposed to accomplish beyond the counter going up - a brief in-game hint about the burst's effect on nearby stars would help first-time players.
The pixel font and art are clean and easy to read, the one-button control is instantly clear, and I loved the little box-faced boxer with the KO face. Mixing a dice board with a life-sim fighter is a fresh idea. One suggestion: it was hard to tell which tile caused which damage, so punch animations, hit effects and a short explanation of how the dice value maps to damage would make the cause and effect much clearer. Looking forward to seeing where the full idea goes.
Nice puzzle game! The pixel art is clean, the on-screen key legend is helpful, and the fire-burns-the-crate-wall moment in level 2 is a great fit for the chain reaction theme. Instant reset and rewind are very welcome in a pushing puzzle. One suggestion: level 1 was a bit confusing for me because blocked pushes give no feedback and the fog hides the path, and the ARROWS counter at 0 is not explained, so a small hint or a gentler first level would help. Good job!
Cute and clean! The bright Kenney-style art and the one-click control make it instantly understandable, and watching the blocks topple so the little ball reaches the gem is very satisfying. The difficulty ramps up gently, which I appreciated. One suggestion: adding some sound or small visual feedback when blocks fall or the gem is reached, and maybe a way to undo a wrong removal instead of waiting for the restart, would make it feel even better. Nice entry!
This is a very polished entry! The HOW TO PLAY screen is clear, the tunnels and nest scoreboards are easy to read, and the cave-ins and the bomb warning area look great. I really liked the sprint and bomb abilities refilling at the nest. One suggestion: the bots were so fast that I could not score a single leaf in my first round, so a slower first-round difficulty or a practice mode might help newcomers. Also the bottom hint text looked slightly clipped.
Great job on this one! The pixel dungeon look and the 6x6 token board make a really unique combination, and the "break the chain, lose your gain" risk fits the jam theme nicely. The short encounter tutorial made the rules easy to pick up. One suggestion: the combat log and HUD text are quite small, and an early clash with a tiny chain does 0 damage with little feedback, so a bit more visual feedback there would help new players. Nice work!
This is such a clean, literal take on the jam theme - "Connect cells to build Attack Chains" is right there in the UI, and dragging across the grid to link cells felt intuitive and satisfying (went from 0/5 to 2/5 chains pretty quickly). The fire/ice title art is charming too. Would love to see what happens once the castle gate is actually under threat from enemies!
Love the visual presentation here - the rolling dice physics and the pixel UI have a lot of charm, and the "sum of dice + bonus damage" ability design (Crimson Slash, Sapphire Barrier) sounds like a fun system on paper. I have to admit I struggled to figure out how to actually spend the rolled dice on an ability even after trying several drag/tap combinations, so I may be missing something obvious - a quick on-screen hint for how to assign dice to a card would help a lot for first-time players like me.
The low-poly moonlit staircases and the piano under the big glowing moon are genuinely beautiful - this has some of the strongest atmosphere I've seen in the jam. Unfortunately I ran into a reproducible bug where walking toward the first piano made my camera fall straight through the floor (happened twice at the same spot), so I couldn't actually complete the first movement. I'd love to come back once that collision issue near the piano stage is fixed - the concept of "reach a piano and two more answer" is a lovely, literal chain reaction.
This might be my favorite presentation in the whole jam - the character portraits, dialogue writing, and title art are genuinely gorgeous, and the concept of a vampire draining "scrollers" addicted to their phones is such a fun, pointed twist on the genre. The auto-beam attack felt great sweeping through a crowd of NPCs. Fantastic scope and polish for a jam!
The tiki mask character art has so much personality - each design feels distinct and fun to look at. Combat itself worked well once it started (HP bars, hit counters, damage all registered correctly). The character-select-to-fight transition was a bit confusing though - I had to tap the card twice before "FIGHT!!!" actually triggered. Clearer feedback there would make the intro flow smoother.
The hand-drawn art mixed with the pixel-art cyberpunk alley is a striking combo - that title screen alone sets a great tone. Combat felt responsive once I got moving (A/D, dash, shoot, weapon swap all worked smoothly), and I liked discovering the thermal/cryo weapon swap. I did die by falling off a platform pretty quickly, so maybe a subtler ground-edge visual cue would help new players survive longer!
Love the concept - "every piece you fit, two more appear" is such a clean, literal take on chain reaction, and it naturally ramps up difficulty exactly as the jam description promises. I did have real trouble with the drag interaction; slow drags seemed to pan the camera instead of grabbing a piece, and only a quick decisive drag actually picked one up. Once I got the gesture right the pieces snapped together nicely! Worth polishing the pickup feel so more players get to see the escalation.
Really enjoyed the energy-budgeting puzzle here - stacking score cards with multipliers and saving the dice for a tight spot felt genuinely strategic for a jam game. I cleared stage 1 with a satisfying 80/70 overscore. The onboarding tutorial is clear, though the "Play" button needing a second press to confirm caught me off guard at first. Great scope for the time you had!
Hopping across the pond felt great once I figured out the controls — the water ripple shader really sells the atmosphere for such a simple scene, and the little squash animation when the frog lands is a nice touch. It took me a moment to realize arrow-key hold was the way to aim distance (I tried clicking/tapping first per the on-screen hint and nothing happened), so a quick visual cue for aim strength could help first-time players. Solid, calming jam entry!
Hi uberneen! The self-aware, humorous writing in the intro made me smile, and the rune-chain combat system (runes evoking left to right, gear affinities triggering extra effects) is a genuinely interesting take on "chain reaction." The pixel art dungeon/battle scenes look great, though some gear icons are still placeholder silhouettes - totally understandable for jam scope. I'd love to see this fleshed out further; the core loop has real potential!
Hi Vlad NY! This is gorgeous - the lantern-lit harbor art, the fireworks finale, and the gentle soundtrack all come together beautifully. The puzzle design is excellent too: placing the junction and watching the spark split in three directions to launch all three rockets felt genuinely rewarding, and "SHOW COMPLETE" with 3/3 rockets was a great payoff. This might be the most polished entry I've played in the jam. Fantastic job!
Hi H1core! The crash-test-dummy trap chain concept is a lot of fun and the UI/menu presentation is really polished for a jam game. I had a bit of trouble figuring out exactly how to confirm trap placement on the grid (it wasn't always clear when a placement was locked in), but once the test ran, watching the dummy fly through the room was satisfying. A placement confirmation indicator could help new players. Great foundation!
Hi Dhamas Tri! The core loop of tapping falling floppy disks to chain numbers and destroy viruses is clear and fun, and the character art is adorable. I like that chaining changes the falling numbers, adding a layer of strategy. The 10-level structure with increasing difficulty is a nice scope for a jam game. Well done!
Hi Maks Bumazhkin! This is such a clever spin on the jam theme - turning "chain reaction" into a calm tycoon loop where energy multiplies through a chain of power stations is genuinely creative. The hexagonal map, tile purchasing, and city upgrade progression all feel polished and satisfying. The drag-to-connect mechanic is intuitive from the very first interaction. One of the standout entries for me!

