Interesting grid game. It reminded me of Pacman with a turn-based component. I found a funny bug, where after colliding with one of the black blocks my cube started levitating hehe.

Overall it's a fun and engaging experience. Congrats :)
| Criteria | Rank | Score* | Raw Score |
| Innovation | #182 | 3.194 | 3.400 |
| Graphics | #323 | 3.194 | 3.400 |
| Audio | #386 | 2.755 | 2.933 |
| Overall | #480 | 2.682 | 2.856 |
| Game Design | #496 | 2.568 | 2.733 |
| Theme | #621 | 2.380 | 2.533 |
| Fun | #642 | 2.004 | 2.133 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You play as a programmer trying to kill bugs in your code, but the further in you go the worse it gets. As you go down into the codebase you need to get creative to kill the bugs you come across.
I was hoping to do more with the theme but, ironically, there were game breaking bugs which ate up a bunch of jam time.
Did you write all the code and made all the assets from scratch?
I made all art and programming myself. Music was from itch.io (can't find the link to the page :/ ) and the font was from dafont (https://www.dafont.com/3d-isometric.font).
Nice idea for a game. Like visuals, graphics and atmospheric music)
The movement for me is way too slow, and it's very confusing on what you're supposed to do, it took me a while to figure out i wasted a bullet, since the icons at the bottom left resemble hieroglyphs, which I now know is an inventory? Also if you walk into a wall, you 'climb' it, trip and at that point you can't control the cube at all as it continues spinning endlessly. I'd recommend speeding the movement up so you don't have to wait ages to move to a next tile, and slowly introducing the features in-game(like telling the player they're supposed to shoot the red thing and other stuff) rather than a block of text. I liked the idea and the graphics though!
Love the graphics, and the music and font you chose works really well with it! I would recommend a tutorial that is a learn-as-you-go type with UI pop-ups so you can avoid the wall of text issue you mention below, but so that it's easier to play :) Maybe speeding up the movement is also an idea, but that depends on your pacing preference. Also, the name of the game rocks :D
I really did want to make a full tutorial, but I may have overscoped a bit for a solo project and didn't have time to make one. I think one big quality of life improvement (besides increasing movement speed) would be having the option to hold down a key for movement. Glad to hear that you liked the look of the game though, thanks for checking it out!
Graphics are nice sounds are good too. Interesting and fun but, when I die or pass the level screen is all black. Controls are a bit confusing.
Can you try my game Dream Diver
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