The car controls feel excellent, and the graphics look really nice too. I loved playing your game—it feels incredibly satisfying and fun!
AndresTapa
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The atmosphere kept me hooked until the very end. I did notice some lag whenever certain resources loaded, such as screens or lighting effects. You might want to consider using preloader nodes so everything is loaded in advance and the gameplay stays smooth.
I’m not usually into horror games, but this one kept me hooked and alert the whole time. Nice entry!
Really nice game! Although I wasn’t quite sure what I was supposed to do with the accuracy panel, I really enjoyed the gameplay loop and the autotiling system—it kept me hooked.
The only suggestion I have is that you might consider moving completed rows to a separate panel instead of making them disappear. That way, players could see the biome they're gradually building. It feels a bit sad to spend time creating a beautiful landscape only for it to vanish as soon as the row is completed.
I really loved the GTA 3 / Daytona vibe—it was retro enough for me.
The driving, however, was really difficult. It felt like the handling was tuned for a racing game with wide, sweeping corners rather than a city with narrow block streets.
Still, I really enjoyed it. Thanks for letting us play your game!
Beautiful art!
Just a small recommendation: for game jams, try not to upload a downloadable .exe only. Most people won't play it because they're not willing to risk downloading and running an executable from someone they don't know.
Don't worry—I learned that the hard way too. My first jam submission was also an .exe, and almost nobody played my little potato game. 😄 If you need any help getting a browser-playable version working, feel free to ask.
That said, awesome game! The controls feel a bit rough at times, but I can definitely see what you were going for, and I really enjoyed it.
You might also want to look into techniques like coyote time and input buffering. They can make the controls feel much more responsive and forgiving without changing the core gameplay.
Loved your game, and thanks for letting us play it!
Yes, feedback is key here. I watched a few streams of people playing my game, and almost nobody understood the ledge jump. Meanwhile, I was sitting there thinking, “It’s right there! Just grab the ledge and jump!” 😄
I’ve received a lot of feedback on previous entries too. It’s not something you can simply turn into a checklist—it takes a lot of time and polishing, because you never really know what players will expect from your game.
A good rule of thumb is to make the experience as comfortable and intuitive as possible for the kind of player you expect. When you want to express yourself through the game and say, “I want it to work this specific way,” it’s often better to push that personality into the story or the mechanics rather than the basic controls.
The key is to make players feel comfortable, because you're not really selling a game—you're creating an experience. What people remember isn't just how your game worked, but how it made them feel.
I hope this little insight helps. Cheers, and thanks for letting us play your game!
Thanks for the feedback!
We've actually changed the ammo system already. The weapon now reloads a full magazine instead of recovering one bullet at a time.
The energy bar was inspired by Hollow Knight, but we agree that it could communicate the healing cost more clearly, so we're planning to rework it as well.
An updated version will be released after the jam ends. We'd love for you to come back and try it then!
This really captures the feel of classic visual novel games. You absolutely nailed the atmosphere.
One thing I think could make it even more immersive is giving the player the illusion of choice. For example, at the beginning, the phone rings and the player has no real option but to answer it.
In games, we often guide players toward the outcome we want anyway, but the important part is making them feel like it was their decision. Right now, the game makes it obvious that you're forcing the interaction, which slightly breaks the immersion. Even if ignoring the phone eventually led back to the same outcome, simply allowing the player to make that choice would make the experience feel much more natural.
Other than that, great job!
It's amazing how much you achieved with such a tiny color palette. The navigation feels good, and I really liked the time-management mechanic.
However, the first playthrough can feel a bit unfair because your progress depends heavily on luck and on what you happen to discover. There doesn't seem to be much logic behind some of the decisions, so it may be worth adding clearer clues or a way for the player to make more informed choices.
Other than that, great work!
Nice game!
The room felt a bit too dark. It might be because of the lighting in the web build—I've run into that issue myself a few times. I saw the screenshots on your page, and they look much brighter, so I think those were probably taken in the editor where the like works just fine.
Other than that, nice work!
Thank you! 😄
The idea was that the weapon uses a magazine—you can fire five shots, then it takes a moment to reload. The mechanic itself worked, but we didn't communicate it very well, so it could easily seem like the gun had stopped working instead of reloading.
We've already improved the feedback in the updated version with a clear reload indicator. If you get a chance after the jam ends, I'd love for you to check it out!
Thanks again for playing!
Thank you so much! 😄
We worked really hard to make the game feel satisfying to play and to stand on its own, without relying on extra text or lengthy explanations. We also found a really good workflow while developing it, which helped us polish every part of the experience.
We've actually released a few other games together as well. If you have a chance, feel free to check out the latest entries on my profile—I hope you enjoy them too!
Thanks again for playing and for the kind words!
Thank you so much!
That's a great suggestion. I'm actually adding a reload indicator to the character so it's much clearer how long is left before you can fire again.
Also, the weapon doesn't reload one bullet at a time—it uses a full magazine, which makes the combat feel faster and more dynamic.
I only created a small portion of the art, including the title logo. In the updated version, I also reworked the character so they can shoot both upward and downward, which makes combat feel much better.
Thanks again for playing, and for the helpful feedback!
I love how much you achieved with such a limited color palette. Excellent work!
I got a bit lost in the UI between levels, though—I wasn't always sure what I was supposed to do next. A little more guidance there would really help.
I also loved the animations and transitions—they added a lot of polish to the experience.
Other than that, excellent job!
Thank you so much!
Usually, when we don't have an artist, I make the art myself. If you have a chance, I'd love for you to check out Lux Ultima on my profile—I created all the art for that one.
This time, though, the genre we chose was way beyond my artistic skills, so I decided to focus on the mechanics, gameplay, polish, and everything else. As for the music, Rodri absolutely nailed it!
Thanks again for playing—we're really glad you liked it!
I think you could lean even further into the horror if you wanted to. At first, I was so on edge that I kept expecting something horrible to jump out and eat me at any moment.
The atmosphere is fantastic. It's really nice to see a game like this in the jam—it feels like a true passion project.
And I absolutely loved the little game on the handheld console! It honestly feels like it could be a game of its own. 😄
Great work!
Thank you! We're really glad you enjoyed it.
I can't take much credit for the art since it's mostly made from free assets that I put together. Everything else, though, is our own work.
We're already updating the game based on all the feedback we've been receiving. For us, that's the most valuable part of participating in a game jam.
In every jam, we also set ourselves a technical challenge—something new we want to learn or achieve. Then, in the following projects, we try to build on everything we've learned and create games that can stand on their own as complete experiences.
Thank you again, and I hope you'll check out the post-jam update!
Thank you! We're really glad you enjoyed it.
You're absolutely right—that kind of ability-gated exploration is a core part of the Metroidvania genre. However, during a jam, players often spend very little time with each game, so we decided to give them most of the movement abilities from the beginning and treat this version more like a demo.
Wall sliding, wall jumping, and unlimited wall jumps were originally designed as abilities that would be unlocked later in different areas. In fact, the systems in the code are already set up to support that progression.
We're currently working through all the feedback and plan to update the game after the jam with more mechanics, levels, progression systems, and reasons to revisit previous areas.
Thank you again for the thoughtful feedback, and please come back once the jam is over to check out the next version!
Thank you! That really means a lot to us.
For every game jam, we set ourselves a technical goal—usually to learn something specific, like dynamic lighting and shadows, curved tiles, or some other technique.
For the last few jams, we've also been trying to build games that stand on their own as complete titles by incorporating everything we've learned along the way.
We're really happy to hear that our little game gave you that impression. 😊
Really nice entry! It's minimalistic, but it has a great sense of gameplay progression.
I really liked the spell map, but there were a few moments when I wasn't sure what to do next. I think some additional visual feedback or a few more instructions would help guide the player.
I only knew about the spell map because I saw it in the screenshots, not because the game itself directed me there.
Anyway, I think it's a really good game. Great job!
Interesting entry! I really liked the mechanic of interacting with the ship's instruments to repair it after taking damage.
One thing that could improve the experience would be some feedback while using the steering wheel. For example, showing how many turns are needed or adding some visual indication that you're doing it correctly.
Overall, I think it's a really nice modern take on a retro genre. Great job!
The input tooltip mapping bug is actually a browser issue. I realized that a bit too late during the jam.
Internally, the game supports three controller layouts:
- Nintendo
- Xbox
- PlayStation
Nintendo and Xbox use swapped button layouts, so the browser is probably detecting the opposite one. If you download the game, it detects your controller correctly.
Thank you for testing! I didn't add a reminder on the splash screen recommending a controller, so not everyone tries the game with one. And in a Metroidvania, that's kind of a core part of the experience. 😄
I'll probably add an option to let players choose which button layout they want to use. Wait for the update, there is a lot comming.











