I don’t know what I just played, but it was whimsical and fun, and I loved it.
WinterDyzrupt
Creator of
Recent community posts
You guys made a very satisfying game. The graphics and audio were on point and I never hit any mechanics issues. Well done!
I would be interested where this game would go next if it was continued after this game jam. Could be interesting as a rogue-like or a puzzle game. Maybe add challenge rules like you can’t loop on your old path. Potential!
Great job making this in 2 weeks!
A good start to a game! I would like to see some gameplay iterative polish, which you probably didn’t have time for. Examples would be some incentive not to ‘escape to the store’, more interactions besides 3 attack modes that give some multiplier to damage, some secondary stats that make the combat more complex/interesting, etc. Some iterative UI feedback polish would be nice too, like damage blips to show how much damage was done so the user doesn’t have to do math.
For a game jam game though, really well done. Functionally, I didn’t run into a single issue. Congrats!
This is a very cool take on the theme. I’m here for it. Amazing aesthetic and concept!
I understand that it’s supposed to be a little loose with the controls (How could a giant robot be good at farming?) but they’re a bit too loose. The tilling laser, seed shotgun, and hydro canon would benefit from mouse targeting. Moving around to reposition to use tools was unfun.
Overall, very cool game! Would love to see some more iterative polish which a game jam doesn’t really allow for. Great job!
Wow, that’s ambitious. Unfortunately it didn’t work too well for me. It was very difficult getting my hand to register quick enough between a shield and blocking. The shooting was very difficult to aim as I needed to put my wrist opposite of the enemy.
But, forget that. Holy cow that was very ambitious. I think you get the award for Most Ambitious Concept in this game jam. Well done!
Hey! That’s a great start for just a 2-week game! The game I did was similar so I understand all the aspects that you needed to consider to get it over the finish line.
There’s not really much to comment on besides the standard stuff that I would like to see the game grow into. Examples, more skills, more enemies, more UI/UX polish, feedback for getting hit / hitting enemies.
But, per your GDD, this was your first attempt at programming a game and It’s pretty durn good! Well done!
Decent base for a game. I think the controls and game loop could use some more iterative polish. I think this would have benefited from more actions you could perform (lunge, spin, ultimate, etc). In terms of survivor games (action/arena; vampire survivor-like), I think this just needs more meat.
However, this jam was specifically narrow to focus on learning and getting something done that aligns with a theme. This certainly does that! Great job!
You nailed the aesthetic, but this was too many processes for me brain to follow. I was trying to match this beat which was always either too fast or too slow, I needed to scroll around to see where enemies were, and I had to trigger the traps to kill said enemy.
That being said, I think all that could be solved with more iteration over UI/UX polish. Have more enemy position indicators or automatic trap activation, have more indication around what beat needs to be hit for the dungeon heart, etc. I personally think it would be fun if ‘pumping’ charged the traps to trigger instead of hitting 1-4.
That being said, very good game in two weeks. Well done!
Yes! You are right that the size upgrade is semi-detrimental. One thing I kept forgetting to put in the description is that larger size is more damage! The problem is that the enemies only have 1 or 2 health and it didn’t affect it much! There’s a whole damage scaling mechanic based off of speed and size that never got to shine because I didn’t have time to revamp the game flow experience. (scaling enemies, different AI attack patterns, etc.)
Also, 882 is very impressive. Well done! Thanks for playing my game!
You took on a very challenging concept. There’s a lot of UI/UX difficulties with shaking the mouse to connect the dots and I bet you have a lot of ideas now of how you would have done it differently.
However, you got a game out and it’s cohesive and easy to play. It follows the theme on point and is pretty unique. Well done!
As for recommendations, it’s hard to say. I would offer Okame as an example of user inputted strokes and drawing based combat. Momentum might be something to look into to make ‘flailing’ feel less of an option, but I’m not confident that would be the right answer.
You hit a great concept! Be proud of what you submitted because it’s great!
I don’t know what the judge was thinking when grading this one. Someone put their pants on their head instead of their bottoms.
Beautiful game all around. Really nailed the themes and I thought this one would have been very very high up on the list.
Ignore what the official judge said, this game was awesome.
Very interesting game. I like the inspiration from BuckshotRoulette and the overall mechanics. I feel this game is one or two iterations from being amazing. One or two more ingredients could really mix up the formula and make it harder to make them drink a damage potion.
Very good job! I hope you keep at it!


