Hi! Thanks for trying the game.
I understand the problem with puzzles. each item was originally supposed to be an element of a more expansive lore that, due to time constraints, we weren't able to implement! So we did our best to include indicators to help you understand what to look for. Personally speaking, they could be clearer! But having the characters themselves talk about various items that might be useful doesn't seem very satisfying. But we'll take note for future game jams and in case we want to resume the project!
For collisions, yes! They're a problem! I could never have imagined not using the mesh collisions generated by Godot. Right after this jam, I'm making personal prototypes to better understand some things, also because I've never done Level Design!! (and originally there were supposed to be 4 of us doing it and not 3, another friend of mine who is actually trying his hand at level design)
For the ending, I wanted to convey a sense of eternal limbo. But I understand that doing so just makes it seem like the game has stalled or something else is going on. I'll take that into account too!
Thanks for the criticism and for taking the time to share it! It's truly appreciated! I'll treasure it!
Tremotino
Creator of
Recent community posts
Hi! Thanks for playing it all the way through! I totally agree with the "TV Mode"! Unfortunately, due to lack of time, we forgot to implement the camera that provides optimal zoom.
As for the ending, again, understandable! The meaning I wanted to convey is that you fall into an eternal limbo. But it's also true that, without any hint of an ending, you wait for something.
Thank you so much for your feedback and your kind words!
I found the controls really interesting. I don't know what, but I liked them. The cursor that moves whatever you're holding... I find it really fascinating! I might take note. Other than that, it really has so much potential. I loved it! The puzzles, the atmosphere, everything! Really! Pick it up again as soon as you can! You've got a gem in your hands.
Thanks for playing! Unfortunately the web version is horrible... Sometimes it's both the browser's fault but in this case also the lack of optimization (I recently discovered occlusion and culling, oops). As for the rest, the scissors should let you into the kitchen. If they didn't let you in, is it probably a bug? I suggest you try again!
Now: (on the next reply)
I finally got around to playing it! I laughed that you used Half-Life sounds for the footsteps.
Other than that, it's a really nice game! There are a few issues that I don't know if they're caused by bugs or my computer, which doesn't handle web games very well. Like the menu buttons, which sometimes take one input and other times not! Or the cursor counts them slightly further away from where I see them. Other than that, I had fun, really nice!
I really like minigame collections! It takes me back to when I was little and played the Tamagotchi game on the Nintendo DS! Very nice, maybe I didn't see the theme with the twist? (Or I didn't notice, too caught up in nostalgia)
Anyway, I had fun! I'm sorry about the inventory, which seemed to be designed specifically for interacting with the creatures more. Maybe in the future!
Doing all this with 6 hours to go until the end of the jam must have been hectic and also quite brave.
Despite everything though... You did a good job! in a game that was made in 6 hours, I had a lot of fun! So don't be hard on yourself, and in fact, I hope to see you participate in another jam where, this time around, you'll have more time! Also because I'm sure you'll come up with great things! Keep it up!
I love it! I love it I love it the twist!
I don't play tower defense much, actually, not at all! And this one was really fun, thanks in part to the twist! It creates a tension that I really enjoyed!
After the jam, I really recommend you get back to the project! You could create a really unique and fun TD in my opinion.


