Thank you for the feedback! Screenshake was actually on our list. We had some unexpected issues during development that threw off our focus on those areas. Movement and AI were priorities, but the setbacks we ran into left them less polished than we intended
Turinscot
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Thank you for the feedback! The grapple inconsistencies and enemy balancing are things we're aware of, jam crunch got the better of us. The combo-chaining idea you described is exactly the vision we had, so it's good to know it at least comes through conceptually. With some more time, this could definitely become something fun. Appreciate you playing!
Thank you for the feedback! There were a lot of unexpected issues during the jam, so some things ended up incomplete. Regarding the theme, our interpretation was centered around the core gameplay loop, the jump and collision mechanics generate opposing physical forces, which was our take on 'opposing forces'. But I can see how it wasn't the most obvious connection to the theme. Appreciate you playing!
Hi! About the GLB/GLTF, these formats also have specific export requirements depending on which engine you're targeting and how you want the format's presets configured. Because of that, I included the most commonly supported format (FBX), along with the original .blend file, so anyone can export the models to whatever format works best for them, with the exact settings their project needs.




