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timantics

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A member registered Jan 17, 2026 · View creator page →

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I admire whatever process and focus enabled you to build this in a week! Very cool to watch everything work together nicely.

The decision space for builds that might actually work seems quite a bit small with how tough this is currently tuned.

This was wonderful, thank you. I think it's really hard to deliver a narrative in a game jam game that isn't too basic or too convoluted and this struck a really nice balance given the time constraints. Great job!

I got quite a chuckle out of the explosion. Really liked the look of the walk cycle.

I see from the other comments that you didn't finish the gameplay. I'd be curious what else you had in mind. Neat little arena!

Very impressive! 

I feel like a got lucky a lot, but still had a good time with these little guys.

Definitely one of the best games in terms of look and feel with great interesting art and satisfying sound. I love the deck of cards take on a visual novel. Really excellent!

Such a clever design to make so much out of relatively few parts overall! Good stuff.

It's the small touches, like the change-sides pop-ups during the battle that help what might otherwise be difficult to read, very easy to follow. Great work!

Yeah, we ran out of time to tune and better communicate the fear and trust aspects of the game. When he is panicking, the boy is still afraid of the hand too, so you usually need to grab him, get him somewhere safe, and then give him some space to calm down. Thanks for playing!

What a well-realized concept! I would definitely get a full version of this; it's a really neat puzzle space. Great work!

Really excellent job on the artwork here. Like the idea that pieces of my ammunition were leveling up and I might want to hold onto them; cool idea!

A little bit unsure how the theme applies, but maybe I just didn't get far enough along.

Simple, but well done, like all good party games. It has the backbone of a more fun version of Hidden in Plain Sight to me. Good job!

It took me a while to get a handle on the controls, especially getting a sense of which player I would switch to. Felt solid overall, nice job!

Wow, this game is gorgeous and played very intuitively and was full of personality! Really well done!

The UI here is sublime. The coffee pot stamina bar, the battery, the coffee beans main menu background. Great work!

All the different elements felt very satisfying to interact with. So much to do in a tight little space!

I don't know if there was more to it and I missed it, but as a tech demo for how to make an object fall apart in a satisfying way, this was great!

From a gameplay standpoint, it cascades quickly one way or another, and it might be hard to avoid that without adding complexity. But aesthetically, I like the jumpy way the characters move about; so often these kind of things feel too much like a fluid simulation and this feels different in a good way.

I love the idea that things you take over eventually fight you back for control; really neat idea and it felt executed well. I found the screen tilting a little bit distracting and I felt as the character maybe a little bit too agile at times.

Cute! Simple but tough and a unique aesthetic.

I would have liked some way to fail overall, but that's a very small note (and often not what people want in an incremental game).

Otherwise, this was very engaging. Loved the two-phase core loop here of trying to herd sheep and stave off the inquisitors, but then also having ways to deal with them once they arrive. Very neat!

Wow, what a great little well-designed game with charm and polish! The upgrades snowball a bit quickly. Otherwise, this is a clinic of a jam game.