This was very entertaining xD! I'm really impressed that you finished the game without using any of your team's extra abilities. I should create an achievement in your honor... for those who want an extra challenge! Thank you so much for playing!
Zizaco
Creator of
Recent community posts
Gameplay
This seems way too difficult IMO. The vertical knives spawn too close to the playing area. Makes it difficult to anticipate when they'll arrive. I defeated the foe after 10 attempts... but by then I was annoyed.
Performance
It ran mostly smoothly, but there were some stutters from time to time (which is kind of serious for this sort of game). It was not so bad, but it is still surprising that such a simple game (graphically and in concept) stutters : (
For comparison, my last HTML5/TypeScript game has a combat system that has some similarities, but runs way smoother (even with shaders, particles, 3d background, and more animations on screen)
My config:
- OS: Ubuntu 24.04.3 LTS x86_64
- CPU: Intel i7-10510U (8) @ 4.900GHz
- GPU: NVIDIA GeForce MX350
- Memory: 16GB RAM
This seems quite interesting. I have a question: Does this support the Pointer Lock API on all platforms?
This is my kind of game! :))... I love this. The different skills, levels, minimalist art, etc. It's all great. Well done!
I actually made a game that looks and plays very similar to this one (but it's in a space/sci-fi setting), so I know this is a lot of work!
Feedback: Add keyboard shortcuts like 1, 2, 3 for the skills. Tab to switch to the next unit and dismiss the need to click to deselect a unit. These QoL improvements would enhance the game's flow a lot.
The concept is interesting, and it fits the theme well.
I wish it had a built-in tutorial or introductory level to help me grasp the mechanics. I think I understood the basics, but there's no way for me to be sure... There may be something I'm missing, and I have no way to tell (no instructions, no tutorial, no indications whatsoever).
This was fun and very original.
edit: I spent more time trying to discover a few more endings, and it hit the mark with its humor and mechanics. Turning investigation into a JRPG-like combat led to funny moments, like punching/breaking the coffee machine. I also think the JRPG-like mechanics could also suit serious dialogue and investigation scenes. Well done... I really enjoyed this. : ))
Nice! Simple, effective, and aligns perfectly with the theme!
I made a game just like this for a past jam, so I know it can be a lot of work tweaking the hero AI to feel just right. Well done! : ))
Wow! So far, this is my pick for the best game of the jam!
It was often frustrating and occasionally too difficult to stack the boxes correctly. I attempted to complete it without using the help cube, but when I accidentally reset what I think was the last tower... (just as I was stacking all the boxes on the right-side I had to drop it.
The game is very polished, adorable, and the story integrates seamlessly with the gameplay. My only critique is that it overstays its welcome.
The premise is excellent, simple, and effective. I can see this being a lot of fun (puzzle + platforming).
However, the execution... not so much.
The game is super easy so have fun!
It is not easy at all because the controls/physics(?) are very, very clunky.
As a platformer, the controls are very disappointing. They are slow yet slippery, the jump is floaty, it's not possible to control jump height, and wall-jumping often fails due to lack of coyote time (when it works, it usually goes in the opposite direction without clear reasons). The hitboxes are unfair. I wish there were a quick "reset" button to avoid dying and waiting for the animation.
You should look into GMTK's Platformer Toolkit (not to copy, but to understand better what makes good platformer controls)
(please understand that my intention is to provide constructive feedback to help you improve as a game developer. :))
Nice visuals. IMO, this is an excellent interpretation of the theme! Well done.
The gameplay could be improved. Making buildings more fragile would allow players to accidentally destroy them, fitting the theme even better (it would have earned 5 stars :)). As it is, buildings only break if you try very hard.
Nice visuals. Unfortunately, I couldn't make it til the end.
Feedback: I found it quite frustrating... the "1-bit" aesthetic (the way it is) made it almost unplayable.
The FOV was excessively wide and distorted, and the absence of dithering in nearby objects (AKA: lack of fog in nearby objects) made it extremely difficult to judge whether objects were close or far away. It's impossible to tell the distance of the platforms that lack the white top, or that we're seeing from below.
Yes! Because of its shape, I thought it was an "aim" / "crossair" pointing to the exact location they would go.
Now I get it! Perhaps it would be more intuitive if it were shaped like a ▶️ and made a slight movement in the direction the critters are going when we press the spacebar .
The combat is quite chaotic, but in a fun way. The sounds and visuals are super lovely, the uncanny atmosphere is cool, it's polished, and it's overall impressive. I really like the game! Well done : ))
Interesting... I played Hackmud and noticed that this one aims for a similar vibe/gameplay.
Feedback: Instructions were unclear. I wish there was some kind of "invisible tutorial" in the game, guiding me through the first steps. I was completely lost, and some of the commands were to debug development (I guess?)
As someone who uses the CLI a lot, there should at least be the option to press "up arrow" to display the last command typed. A Ctrl+R shortcut in the terminal would also be great.
Still, the premise and aesthetics are on point (though not 1-bit). I can see the potential.












