I'm not sure how to put it, but the game looks incredibly professional. I won't even mention the design, it's truly legendary. The gameplay is quite learnable, no problems, the mechanics are great. The game is incredibly polished, everything looks great. I really liked it, well done!
4R7UNdev
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The dark dungeon vibe fits the vampire concept perfectly, and transforming into a bat to dodge hunters while also being able to attack them feels awesome. I did run into a few moments where hitboxes felt slightly off and I died mid-air without touching anything, but minor quirks aside, it's still a really well crafted and enjoyable entry.
I really got hooked on this game. The character design, atmosphere, and dungeon layout fit the 10 second countdown theme spot-on. Even though it's a short experience with just a few levels, the fast-paced gameplay was so fun that I honestly wished there were even more stages to play through. Fantastic work you’ve done here.
I like the idea of the robot chasing down the slime, even though I couldn't quite figure out how to reach the slime no matter how many times I tried. Also, just a quick note: it seems like the animations show the arrow keys even when using WASD controls. Still, the overall vision and art style are really sweet, great attempt no matter what.
The gameplay mechanics and controls are super intuitive, making it really easy to pick up and get into the action right away. The music fits the game. The wave based survival along with the upgrade system every three waves keeps the game going and rewarding to continue on playing, even if it’s a bit. Awesome job overall.
Yes, pressing C isn't very comfortable when controlling with WASD, but normally in the game you dash with the Shift key anyway; it's only in the WebGL version that you dash with the C key. This is because when I first built the WebGL version, the Shift key didn't work, so I later changed it to C specifically for the WebGL version. If you download and try the game, you'll see that you need to use Shift for dashing.
Thank you for your feedback.
Yes, I know the C key isn't practical for dashing. Normally, if you download the game, you dash using the Shift key anyway. The reason C is only for the WebGL version is because when I first got the WebGL build, the Shift key wasn't working, so I replaced it with C for WebGL only. If you download the game, you can dash with Shift; I also mentioned this difference in the controls section. Regarding your other point, I also thought of an eight-way dash system and initially included it in the game, but I thought it was too simple and wrote the current standard dash system instead.
Thank you for your feedback.
The puzzles are challenging enough to keep you thinking without ever feeling tedious or frustrating. The atmosphere and pixel art style are fantastic, and every time you cycle back to the account details screen, you instantly want to jump right back into the main menu to keep playing. You can really tell how much effort and care went into making this project. It definitely deserves to be among the winners for this jam.
A really cool concept for the jam. The mechanics felt a bit tricky to get used to at first, especially managing the axe throwing and keeping the Fury bar up. However, once I finally got the hang of the controls and the rhythm of combat, I had a lot of fun with it. The retro visual style and audio fit the fast-paced action nicely. Great effort, I liked it!
The core mechanic of combining addition, subtraction, and multiplication to melt down the card's health to zero is super engaging. I really like the deck system and the clever use of random numbers, plus the end-of-level bonuses add a great layer of strategy. It’s simple to pick up, highly replayable, and very well executed!
The atmosphere and artwork was really on point! The gloomy vibe of the catacombs blends brilliantly with the 3D runner mechanics. Guiding Chief -which is us- through these dark corridors really gives you the vibe. The visual language and subtle storytelling draw you right into the world. I especially loved the art direction and the mysterious tone in the narrative. The environmental design and lighting keep the sense of spookiness alive throughout the entire run. Unlike typical endless runners, having a solid narrative foundation gives the game a whole new layer of depth. I think you guys have done an excellent job, in other words, absolutely nailed it.







