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TheWuzey

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A member registered Feb 26, 2025 · View creator page →

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This was great!  I immediately felt like I knew what to do, with the exception of needing specific types of trash, that took a few moments for me to understand.  I also didn't understand I had to click on the upgrade screen, I thought it was automatic.

I loved a lot about this, the music choice was perfect.  I think I would have opted for the sound of a timer tick, instead of the dark fade for indicating the level was almost over.

This was fun, though!  It scratched some sort of itch I didn't know I had.  I want to get ALL the trash!

I think the biggest place to improve here is player feedback.  I needed a sound or an effect telling me my attacks were connecting. 

My favorite thing about this was the boss fight!  It felt fairly telegraphed and ramped up as the fight went on.  It also required all the abilities that were introduced, which was nice.

I think the biggest place to improve here is player feedback.  I needed a sound or an effect telling me my attacks were connecting. 

My favorite thing about this was the boss fight!  It felt fairly telegraphed and ramped up as the fight went on.  It also required all the abilities that were introduced, which was nice.

Very fun, some things I loved:

The concept as a whole, the death screen, the art

Somethings that weren't so intuitive:

For a while, I thought the game was bugging out.  I had no idea there was a limit to how much you could draw at a time.   I did eventually figure it out, but it took until level 2!

Had a great time with this one.

I like that the player only speeds up when an item is picked up, it gives the player agency as to when the speed increase occurs.  Interesting game!

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I love this one, and considering the material that inspired it, I'd say you did a fantastic job.  The art and sound worked very well together, the pixel art was especially standout.  It felt intuitive, for sure.

There seems to be a pity system for items?  Great decision, I would've been stuck!

I really like a lot about this one!  It feels very cohesive.  As far as fitting the jam theme, I feel that I was able to catch on pretty quickly.

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The game is secretly deceptively easy, and our intention was that the perspective made things seem more dangerous than they really were.  For example, the building with a split down the middle is completely safe to just fly over at the bottom.

Its funny you mention having multiple hits, that was something we initially considered!  Perhaps something for us to revisit if we continue the project.

Thank you for the feedback!

I almost wanted a speed-up button, as I waited for my missed shot to slowly circle the middle.

I loved the vibes, felt like a mid 00s flash game of some sort.

Overall, I think it was a little too slow, and needed more ping-ponging action.  It wasn't super clear that the goal was to defeat the Kraken-thing, but I was drawn to summon the tentacles because they just looked cool. 

I almost wanted a speed-up button, as I waited for my missed shot to slowly circle the middle.

I loved the vibes, felt like a mid 00s flash game of some sort.

Overall, I think it was a little too slow, and needed more ping-ponging action.  It wasn't super clear that the goal was to defeat the Kraken-thing, but I was drawn to summon the tentacles because they just looked cool. 

There was some animation work in the cutscene, but that needed to be in some other places too.  For example, at first, I didn't realize I needed to hold the paper near the dog and wait a moment.  Dog animations, a growl, or some more immediate feedback would've helped with that and made it more intuitive.

I think some ambient sounds would've helped, too.  The sound of wind, birds, cars in the distance, etc.  That's a common pitfall I see, too quiet!  There are plenty of free resources out here to fulfill those sound needs, and they add a LOT to a game.

This one was a little too chaotic for me, I was confused if I was meant to be racing the giant wall of mice or not.

I do appreciate the visuals, and breaking the televisions/interacting with the trashcans was satisfying!

I really appreciate the aesthetics and vibes.   I was hoping for a bit more variety in the movement.  For example, I feel that I rode quite a bit of platforms that were up-and-down elevators.  I was wanting some variety in getting that vertical movement.

I did spend a lot of time praying I didn't fall, as I would've been very likely to stop playing early had I fallen and had to start over.

Overall, it was intriguing, and interesting!  I think this vibe and aesthetic should be further explored.

This game actually stresses me out, in a good, intentional way.  The sound was very effective.  Simple concept, executed well!

It was fun figuring out how the creatures interacted with the environment.  The puzzles were fun!

It was fun figuring out how the creatures interacted with the environment.  The puzzles were fun!

I loved all the details in this one.   The little fellas jumping when the level was completed; the fist attack having a wind-up, the attacks also moving around the collectibles, all great stuff.  I'm glad you took it further than the basics in level one.  When I saw that clerics were also an ally to have, I knew this was gonna be a treat. 

The art/music was great and fitting.

Overall, this certainty fits the jam's theme.

I liked the tutorial the first time, but not the other times I had to repeat it.  Although, I appreciate that I somehow failed the tutorial and I was ejected from the spaceship.

Love the concept, was certainly self-explanatory.

It was a little frightening due to the good choice in ambience, enemy design, and art overall.  Player character was well designed.

I think the idea can be explored further, and I echo some of the criticisms of others (the candle sprite; jumps in the dark).  Overall, I enjoyed and appreciated it.

I love the atmosphere.  The virtual museum concept is so cool.  I really appreciate the loads of creativity in the environment design.  Starting off fairly benign and ramping up the crazy was fun to experience.

I think I cheesed the space room by dropping the same item over-and-over, but I do see the puzzle concept, and it was neat.  I actually made the sun so big, it encapsulated me and I was soft-locked.  I knew that going into the bug, though.

Overall, loved it.  I felt whimsy the whole way.

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Very much self-explanatory!  It was very addicting building up a zombie army.

On the first level, I was a little bored once I understood the mechanics.  And I actually thought "It needs someone shooting back or something.." and lo and behold, level 2 was exactly that, and level 3 built on it further.  Each level was more fun than the last.

The music was fine, but it was a little monotonous after a while.  I think there needed to be additional sound effects, like the sound of humans being eaten, etc.

It was a very smart decision to have the camera zoom out based on horde size.  I really appreciate that design decision.

Overall, very cool.

I like the set-up for this game, but I had a lot of trouble with it.

Playing on windows, it seems that the click-boxes weren't working as intended, and I wasn't able to progress past the second puzzle.

I THINK I understand that its a "match the pattern" game, although with the trouble I had with the controls, it was hard for me to tell.

I like the coal icons a lot, the distinctive colors make for good puzzle pieces.  Overall though,  I think the art could have been improved a bit, it feels a bit muddy and dark overall, but maybe that's the intention.   


The extracted file was over 7GB, so I was expecting a little bit more.  I would definitely see if something can be done about that file size in the future.

I was able to figure out the gist of the game through the title.  If I didn't have that, I would have wondered what to do.  I think a very small cut-scene of some sort would've help a lot.

Graphically.. this game either had an uncapped frame-rate, or is using very resource-intensive lighting, because my computer fans spun up when I ran it.  I do appreciate the simple visuals, and I think they complement the gameplay.  I think the environment design was good, there was just enough "clutter" without making the game too hard.

I appreciated the music, although the "wrong item" sound effect was a little grating after a while.  I think it was too long and too high-pitched for a sound someone will hear a lot.

Overall, I like the idea, and I did find myself wanting to play more when it was over!

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Graphically, it was really cool.   Levels felt very thematic and distinct.  Great use of assets.

As far as being self-explanatory, I had a lot of trouble rocket-jumping.  I actually didn't really know what to do at the rocket-jump tutorial, until I saw the words "rocket-jump" in the game's description.  Once I got it, it was super fun.  I didn't use the katana much, other than to save myself from a few bad jumps.  I think the whole game is playable without the katana.  Would've liked to see more interactions with the katana and rocket jump, and maybe some destructible walls!  Those were fun to destroy in level 1.

Also, I was able to cheese level 3's "death tunnel" by rocket jumping over it.  Which is great, because otherwise there's no way I was making it through there.

I did have some freezes and a weird.. shiny graphical bug in level 2?  But I believe that is due to the web version, and they were minor issues overall. 

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Sorry!  We'll see about getting one uploaded.. although we're not sure if its allowed for the jam.

We did have a web version, but it completely changed the lighting, and wasn't representative of our tone.

I thought this did a great job of telling a story!  The tutorial was very by-the-books, and very understandable.

As a player, I did lack incentive to engage with any enemy.  It was far too risky to attack, and much easier to run past.  I'm not sure if that was the intention.

Also, there should be more invincibility frames after taking damage.  That contributed to combat being too risky to engage in.

There were a lot of decisions I appreciated in this; projectiles not being hitscan, the thruster gradient, the overall color tones.  Cool models as well!

I did feel I was able to cheese it by just staying on the left, but perhaps that was intentional given the amount of enemies toward the latter half.

This was really fun to play.  Part of me thinks that the enemy obstacles aren't even necessary,  and an even harder lean into the puzzle level-building would've made for something even cooler.

This is neat, excellent sounds!  They really add a lot.

Thanks for playing!  We would have added fireworks at the end (like NES Mario Bros.), but I couldn't figure out how to make a good firework.

I'm glad you noticed that!  We started off thinking about adding decals where they spawn in at, but the drop shadow felt pretty good.

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Thanks for the checkpoint system!  Very fun combat mechanics, it felt like there was a lot to each engagement.  The boss is indeed very difficult!  Using the mousewheel for different attacks was fun.

Good concept, the wolves really freaked me out, that's a fun enemy to have!  The hammer sfx made me laugh.

I appreciate that night vision is just a bad green color, its actually pleasant to look through.  I like the foundation here, although I wouldn't mind guns feeling a bit smoother to shoot, and items being auto-picked up when the player walks over them (kinda like Goldeneye 64).  Overall, cool, shame you couldn't finish!

Obviously not much to it at this point, but I like the vibes, and I especially like whatever shader/material is on the cloud plane.

I like the concept and perspective of this one, reminds me of pac-man

Everything about this was incredible.  I really hope this gets developed even further!  5 people can do a lot in two weeks

I'm too dumb to play this game, but the vibes here are incredible.  I wish I could've gotten further!  Definitely fits the theme.

The music on this is insane in the best way possible, I was absolutely jamming.

There is something really special here, that was fun as heck.  Reminds me of Road Rash for the N64 oddly enough.  The sound design was peak.