Haha 😅 I definitely leaned into the “become completely overpowered” fantasy 😄 I agree the balance could be improved but I’m glad the ridiculous chaos still made it fun.. Thanks for playing and for the feedback✨
Zyvatrix
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Thank you 🔥! I m really happy you liked the minimap (it took a more time to implement that than I like to admit) and the sound design. The camera zoom suggestion is actually a really interesting idea I hadn’t considered dynamically zooming out as your attack range grows, but it would definitely help sell the scale of the late game Thanks for the suggestion ✨
Thank you!!! ✨ I m really happy you enjoyed the progression… My goal was to let players become ridiculously overpowered instead of constantly struggling, so I’m glad that came across as fun. I definitely agree that the balance could be tighter like a lot but hearing that the chaos stayed enjoyable means a lot. Thanks for taking the time to leave such detailed feedback 🔥
Really enjoyed this one. The puzzle design was excellent and each new robot part felt like it opened up interesting possibilities instead of just adding complexity. The environmental storytelling was a nice surprise too and helped make the world feel more alive.
My only small issue was occasionally making an extra move when holding a direction, but overall this felt incredibly polished for a jam game. Great work!
wanna see something see this I have escaped!!!! https://vimeo.com/1204166221
Really impressive entry. The amount of content packed into a jam game is kind of wild, especially with the number of genes and all the different Yip combinations. The art, UI, and tutorial are probably among the most polished I’ve seen in the jam so far.
I also liked that the DNA system affects both appearance and gameplay. It made collecting and experimenting with new combinations feel rewarding instead of just chasing bigger numbers.
The only issue I ran into was occasionally fighting the tooltip/UI while trying to move Yips near the top of the screen, but it wasn’t a major problem.
Great work overall. I can definitely see this being expanded into a larger game after the jam.
Really fun game!! I was really invested in the story and art the dialogs also made me chuckle overall really nice game with beautiful graphics really shows how much of a effort you put in also this happened when I pause in the clipping nation XD nonetheless one of the most Amazing entry in the jam for sure! ✨

Pretty good game overall. I had fun playing it, and it’s clear that a lot of effort went into the atmosphere, sound design, and presentation. The character design stood out to me and the shotgun felt really impactful to use. The whole experience reminded me a bit of a mobile game I used to play when I was little i don’t remember the name but it was about robbery. Not exactly the same, but it gave me a similar feeling that I enjoyed.
My main criticism is the mutant. For most of the game, it doesn’t feel very threatening because it’s easy to outrun. However, when it does catch you, the punishment feels very harsh since it immediately kills you and sends you back to the start. Because of that, the difficulty feels like it swings between being too easy and suddenly very punishing.
I think it could be more engaging if there were an intermediate danger state. For example, instead of an instant death, the mutant could injure the player, add a red screen effect, play a heartbeat sound, or create some other sense of panic and urgency before a final death. That would make encounters feel more intense and give the player a chance to recover from mistakes.
Other than that, the game is well polished and has a strong atmosphere. It feels like it just needs a bit more time and refinement, especially around the mutant encounters, to become something really memorable ✨
also forgot to mention biomass has two use also two indicator one is the purple bar that works as xp for leveling that resets on level up the other is the green text that is like a score that never goes down and acts more like a progression tracker and score. Thanks again for playing and commenting your insights ✨
Thank you very much for playing for liking the game this feedback really help he realize where the game was lacking some of those things I had already fix in the local build but was awaiting moderation for getting implemented because I missed the deadline. Thanks again for investing your time in playing and also commenting your feedback on this game. ✨
really thankss for playing the game!! , 9:48 is a really good score specially when the game used to lag like hell after 7 8 mins.
also I have updated the game by moderation’s help now the fps should tank less while giving better performance with new accessibility improvements you can try it again when you have the time. thank you again to the moderation for saving peoples pc and and frustration
Honestly one of the most polished takes on the genre I’ve played this jam! It actually reminded me of my own entry I debated doing a wave system too before pivoting to an infinite mode, but seeing how brilliantly chaotic your late-game gets makes me second-guess my choice haha because mine gets too laggy because of the infinite spawning . The underlying roguelike logic of balancing your DPS against their mutation bar is just top tier. Massive respect on the execution
Honestly, the opening cutscene and the voice acting alone make this worth the download 🤣. The whole ‘Bunny-Bee’ premise is completely unhinged in the best way. You can tell the main priority was getting that morph-glide mechanics code working, because holding down the glide actually feels really fun once you get moving. It’s obviously a 12-hour prototype (the camera definitely fights you a bit!), It really just needs some vertical park geometry to test the jumps against currently its too flat. Awesome jam entry!
Also thank you for checking out my game!
Thanks for the honest review! Honestly, getting a player invested enough to try and push for a high score is the biggest compliment you can get in this genre.
That FPS drop after some time is tragic though. killing a big waves should give you a dopamine hit, not a PowerPoint presentation! It sounds like the browser choked trying to spawn way too many nodes of enemies and drops at the exact same frame playing a native version should help. Doing a proper object-pooling pass is at the very top of my post-jam fix list. Thanks for pushing the game to its breaking point!
Yeah, I noticed that issue as well and already fixed it! The problem was that its navigation picks random points, and when I adjusted the map from the demo version, I forgot to update the range. Unfortunately, the build is locked right now for the jam, so I have to wait for the period to end to upload it. Thanks for playing!
Thanks so much! Really glad you liked the design of that third mob.
To answer your question: that beam (which is I think you are talking about the first the Whip weapon) aims directly at your mouse cursor at first. However, once you upgrade to having more than 4 whips at once, it switches over to automatic targeting!
Pretty much everything else is fully auto aimed right out of the box the Plasma Gland auto-tracks in range that can be upgraded, and the Claw automatically scans for mobs within your upgrade range.
I really love the colorful, clean art style in the game! The core gameplay gives off great Agar.io vibes rolling around, collecting Gems, and upgrading your speed and size feels super smooth. However, right now it feels strictly like a progression loop rather than a full game. Because there are no enemies, hazards, or things to lose against, you’re just getting faster for the sake of getting faster. It’s a fantastic, addictive foundation that just needs some obstacles to give those upgrades a purpose!
Quite a nice turn based game! The art is great tbh, and the core gameplay is fun but feels too slow. I think it just needs a bit more polish on the general game feel to really bring it to life specifically, tweaking the turns so they don’t start to feel repetitive. It’s a very solid foundation nonetheless!


