Thanks for the feedback! We agree, the mechanics should have definitely been explained better and we had planned for an in-game tutorial to do so: unfortunately time run out and we had to cut it ^-^’ Will definitely include it in a further post-jam release!
Wauhaus Productions
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What a terrific interpretation of the theme! The concept is extremely fun and I would love to see it polished into a more complete game: managing the routes of sever spaceships is very cool and entertaining. The art is also the right blend between minimalism and realism, it reminds me of the “kurzgesagt” style of animation.
My only suggestion would be to add a way to speed up time, as right now the player sometimes has to just wait for spaceships to make it to their destination. Also I feel that the energy bar depletes a little too quickly, but this is just a nitpick. Other than that the game is very cool, congratulations! :)
Wow, what a puzzle game and what a fun take on the theme! Recording moves to be used by a phantom later is such a fun challenge, especially with the great levels you designed that really had me scratching my head to find a solution. It’s amazing how you made this solo!
Btw, a tile-based platformer where jumping is also a discrete movement is something I hadn’t seen before, so very cool! All surrounded by cute graphics, pleasant music and a cat crushed by gambling debt: simply perfect, no notes :)
What a fun take on the theme! This was such a fresh and unconventional experience, it almost felt like a mix between a rhythm game and a programming game somehow. I loved how everything could be controlled with one key (I mean, the menus are genious) and how the game tested both my reflexes and my brain in keeping track of when to go back and loop.
I also loved the BIOS vibe you gave with the graphics, really well done!
Thank you for your kind feedback! We agree, the base mechanic does have a lot of potential and we absolutely could have explored it in its base form more, but we had just so many ideas we didn’t want to let go! A full release would definitely take its time to explore each iteration better and would definitely polish some levels.
(PS: thanks for the bug report, it’s a known issue that surely originated from the tangle of code we ended up with at the end of the jam ^-^’)
What an amazing game! Outstanding art, lovabl-… hateable characters and a very funny commentary on the corporate tech world, what more could you ask? I really loved the little loop of getting all those terrible people fired, it was immensely satisfying (I also didn’t expect the moral choice at the end, very cool!): fun, entertaining and the perfect length. The writing was also very good, congratulations!
The only problem I run in with was that after closing a dialogue box the mouse was a bit constrained for a second, which felt strange: nothing game-breaking, I’m sure a little fix will do it. That being said you have done a really great job, keep it up! :)
Such a cool little game! Apart from the adorable little triangular cats (though they could also be mice and I like the ambiguitiy), I feel like you’ve taken the “your past selves help you with solving the level” approach from a fresh point of view: I really liked how each new timeloop introduced something new so I had to always stay on my toes and didn’t know what to expect. The ability to fast-forward time is also extremely appreciated, having to rewatch my dumb self figure out things very slowly would have been humiliating! ^-^’
And although I hate mazes with all my passion, your’s was the right amount of complicated and didn’t become frustrating. Keep up the good work!
Amazing graphics and cool interpretation of the theme! The art is immaculate and really sells the idea of a rpg board game, especially when the animations look like actually moving pieces on a board. Music is quite nice too and offers the perfect backdrop for rolling away and fighting little monster figurines.
However, I feel like the game didn’t allow me to make enough meaningful choices. Although the basic mechanics are enjoyable, most of what happened to me felt entirely up to luck and I had no way to manipulate my outcomes: even when presented with a shop I was often flush with cash and would just choose the most expensive option, so I would definitely reduce the amount of gold awarded to make players work more for their upgrades. I would advice you to to introduce some kind of minigame during battles (eg. clicking at the right time to reduce the damage from enemy attacks) to give players something to do in-between rolls and make them feel more in control.
I also didn’t really like the Grim Reaper: if I had a guardian angel there was little reason to not use it, and when I didn’t it just felt like all of the progress made before was worthless if I wasn’t lucky. I would have preferred having to bribe the Grim Reaper to escape the roll, giving me the choice between risking it or losing some money (which would have also made me more careful with my finances).
That being said, the idea has potential and could very easily become something very cool. Keep up the good work! :)
Really cool little puzzle game! I really liked the twist when you introduced rocks that maintain their position in-between loops, really breaks the formula up and adds an extra layer of thinking. The gameplay is fun and levels are fast but not too easy, which is really great. The art is also quite nice, reminds me of old Sokoban-style games and gets the job done elegantly.
We also made a tile-based puzzle game, I’d love to hear your feedback on it! :)
Cool little game! As a game developer the narrative element made me fear of what all my unused assets will do to me when AI takes over, which is to say that it is very interesting and I wish you could expand it in a whole game. The art is nice and simple as well and I loved the protagonist animations, so simple yet with so much character!
My only critique is about the controls: binding the “self-destruct” button to Space feels a bit unintuitive as in most platforms it is used to jump, so it needed a bit to get adjusted to. Also I wish there was a death plane for when you fall off the map, as right now you’re forced to reset and lose all the progress made: I get the “Getting Over It” spirit and that it’s totally part of the genre, so this might be on me ^-^
Nevertheless, you did a great job, congrats!
Such a cool use of the theme! I was expecting something similar to Vampire Survivors from the screenshots but the boomerang-lasso mechanic was a really pleasant surprise: it is so creative and I don’t think I’ve ever seen something similar before, way to go!
Also the artwork is really cute and the music provides the right amount of tension. And man, those snakes are a really fun twist on the theme, very smart ;)
Very unique take on the theme, I love the idea of having to optimize a road network (and as an italian developer, I really liked the roman reference!). The artwork is also very pretty and fitting, as is the music. Trying to create a balanced city was fun, but I would have preferred to have a little more control on how the merchant moved to properly plan its routes. The idea has potential though, keep at it!
Love the “Pokemon Rangers”-esque mechanics! I was really hoping I would see a game like this in the jam and you answered my prayers!
The game is quite fun and entertaining, especially as you try to balance the need to draw circles to kill enemies and at the same time gather the shadow drops to escape. Moreover, the pixel art is cute and gives it a pleasant feel, good job!
Incredible little puzzle game! The puzzles themselves are very fun and interesting, especially when “powers” get involved to change the formula up. But what really excited me was the narrative behind it all: it’s amazing how with so little you managed to create an amazing atmosphere that had me wish the game didn’t end! Jam games usually have little to no storytelling, but your’s is a very welcome exception, congrats!
Very cool entry for the jam! The pixel art and graphics are amazing and I really liked how you explained the time loop (again, very gorgeous pixel art). The game is really frenetic and had me want to master it, although I do think I would have preferred being allowed to take 3 hits before dying to make it a little easier to get into it and avoid the intial frustration. Also, I would have made the cell door different from standard doors: I thought I had to blow them all up at the start a lost a little time there ^_^’
That being said, this is definitely one of the most interesting entries I’ve seen so far. Good job!
Amazing game! It was kinda hard to get at first but as soon as I understood the mechanics I was hooked: it’s incredible how you managed to make such a fun challenge with just three circles that need to be aligned! The wonderful graphics and cute narrative also helped a lot, as well as the soothing music in the background: really a neatly packaged fun little game, well done! :)
Such a cool game! The way you used the theme is very creative and the gameplay is extremely fun and almost addictive: the wave structure that steadily changes the types of enemies present in the map had me play it again and again (I eventually got a high score of 102!). Trying to make the holes as little as possible while still capturing all chasing enemies is a very interesting decision space that makes the game satisfying and an enjoyable challenge. Really a job well done!
My only advice would be to make the background a little less crowded with flowers to make trinkets and enemies pop out more, especially at the beginning. That being said the pixel art is very well made and the music provides the perfect backdrop for running around creating inter-dimensional holes! :)
I really love the take on the theme! It’s a genius idea. The gameplay is simple but so effective! I think my favorite is the Joker - I really like the moveset. I played with the mouse, and I might have enjoyed the experience more if there had been a dotted line showing where I would go. I like that the hearts are rotating, but it was hard for me to understand my life total.
- Oscar
Hi, thanks for your feedback!
We’ll look into the crashes more after the voting period ends: something must have gone wrong with the last build and we fear that delivering on HTML adds a layer of unpredictability due to browsers for which we really need to be more prepared.
We appreciate you liked the basic design idea and we acknowledged that the game isn’t balanced in the long run: there was an idea of adding multiple paths in the works but time constraints didn’t allow us to properly test it before publishing it. We appreciate your feedback in that regard and will surely consider it if we decide to work on the game after the jam ends!
~ matmangio
Hi! First of all thanks for the extensive feedback, it is really appreciated.
We admit that the game is barely on theme, but we can assure you it wasn’t originally planned for another jam! The fact is we only had one weekend to get toghether and work on it, so during brainstorming we focused more on getting a coherent idea for the gameplay and decided to used the “Dungeon Intern” backdrop, one we had developed in our other jam games, as a base theme on which to build the connection to mechs. It may have been sentimental attachment to the little green guys at this point, but we probably should have changed things a little bit more as you suggest. We tried to implement one mech per-optional theme, so the ideas thrown around in that direction may also have hindered our focus on the main theme. We’re sorry if you felt tricked, it really wasn’t our intention!
We also totally agree that the game is quite too easy. Balancing is an aspect for which we’re still trying to get proficent at and the strict time constraints didn’t really give us the option to playtest a whole lot. There was the idea of adding multiple spawnpoints and paths for enemies in the works, but unfortunately we weren’t able to test it properly and release it in time: we’ll probably do so after the voting period ends. The idea of minimum distances between mechs also seems worth playtesting, thanks for the suggestion!
We appreciate your regards on the idea, the music and the graphics: we’re blessed to have two (really three) wonderful artists among us, so all the praise to them on those aspects!
We’ll strive to playtest more our jam games in the future, both to avoid annoying crashes and to provide a more balanced experience. We really thank you for your ostensive feedback and thank you for wanting to try our game!
~ matmangio
Hi, thanks for your feedback!
We admit the theme is a bit loose: we only had one weekend to get togheter and work, so we decided to focus more on the implementation as we’re still beginners and continue with the latent theme of our previous jam games (both of which are in the “series” of Dungeon Intern). We tried to stick more to the optional themes by implementing a mech for each of them, but in hindsight we should have probably focused on the main one more. We were just so excited with all different ideas for different turrets during brainstorming and thought that Dungeon Intern would be a good backdrop.
We also agree that the game is a bit easy: there was the idea of adding multiple paths in the works that would make you move the mechs more but we didn’t have the time to properly test it. Also, we’re sorry for the crashes and the unpleasant sound, we’ll do more playtesting next time to ensure something like that doesn’t happen again!
~ matmangio
Great game! I love the idea of actually being able to carry only two items at a time without a backpack, and the execution was marvellous: not only are the sprite and animations cute, but the music is a banger too!
On a sidenote, I don’t really want to kill froblins. I want to hug them. I want to be frogged.





