Thank you for the feedback! A few people noticed the same issue, so the feedback is totally fair. Level 2 was meant to introduce falling, but you’re right, it fails to do that clearly. Being able to catch sparks mid fall and win that way deserves its own level, with clear explanations. I’ll improve it in a post jam update. Thanks for pointing this out!
bitscorch
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The game is very heavily based on counting so it is fun if you want to improve your counting skills. That was the first of it’s kind I saw in the jam. A very narrative driven game which was nice, but the gameplay was a bit too slugish (too much counting of the coins, when e.g. I get dropped >20 copper coins) which took away from it. The art, music and other aspects are well executed. Good submission overall. Thank you!
I liked the eastern european aesthetic. I think to fit in with the theme of the jam, it would’ve been better if the number went down instead of X/100. I think this could be a cool story/narrative game like papers please, as the gameplay loop of peeling potatoes is nice enough to not get boring too quickly (managed to peel the 100 demo potatoes), and the automations help a lot to make it more engaging. I imagine something like opening an individual business/factory and trying to hide it from the goverment (as capitalism is illegal). Nice submission.
The premise of the game was quite cool. It was enjoyable watching the goo spread more and more each round. I liked the billionaire bunker bit, that was quite funny :D My old laptop was working overtime to run this game, but still managed to finish the whole game. I think some more effects on the numbers and maybe sounds would’ve helped it be more enjoyable each round. Also, the tech tree didn’t feel like it had a lot of meaningful options. I think it could be even more fun if there was some sort of a highscore for how quickly you devour the earth or something similar. With all that being said, great entry, thank you!
I really liked the animations and the gameplay. For me, some guns were just kind of a lot weaker than others (e.g. the revolver compared to the sword) which was a bit annoying. I would just shoot through the revolver where ever just to get to the sword faster. Because the weapons were randomised, sometimes this was impossible, and that’s when the game was not as enjoyable. I would’ve loved if I could pick the load out myself, or, reowrking the weapons to all be on the same strength. With all that said, it was a really fun and enjoyable game overall.
I really liked how well put together this game was. All of the elements of the game were coherent and fit together under the same theme. The controls were super simple and easy to understand. The sounds and animations gave a lot of enjoyment for each hit. I think a very small introductory level would’ve helped to explain that I don’t have to click as soon as I go into the red zone. Once that clicked, the game went to a new level of fun, but first two runs I didn’t get I could do that, so I was clicking as soon as possible. Overall, an amazing game. Thank you!
I loved the atmosphere and intuitive controls. I loved the dithering effect, it created a very good horror vibe. The voice acting was also really nice and brought me into the experience (made me connect to the main protagonist more and feel like I am him (to some extent)). The anticipation was the scariest, but the jump scare was not as scary. Also, it was a bit unclear where to put the beer. I was looking around a lot to find where I have to put it. I think it needs an even clearer in indication (or maybe looking around was the point). Also, didn’t get a strong connection to the countdown theme. With that said, it was still a great game!
Thank you so much! Glad you enjoyed the game and makes me really happy you played all 60 levels!
I think both nitpicks are valid.
- For the advancement I think I should pick a strategy and stick to it, just unsure which one is more intuitive or better. I gave the game to playtest to a few close people and got conflicting opinions here, and decided to add both suggestions, which I can see now hurt the experience :D
- I tried to make every mechanic as intuitive as possible, and actually hoped the game would teach them in a clear way, but I can see how this mechanic can be hard to understand. I think maybe having a simple level with one number off bellow and another on above could teach this mechanic, so that it’s in the back of mind for more difficult levels.
Thank you again for the nice words!
I really liked the art and the audio of the game, but the gameplay itself didn’t really have too much strategy (or at least I didn’t understand it). After killing around 10 monsters I didn’t know what was going on. What was the goal of the game? Why am I killing these enemies? When do I reach a win or a loss? Some more polish on the gameplay and explanations could’ve done the game wonders. Still, congratulations on finishing the game on time and submitting in the jam!
First off, I liked the idea of the base building and how it works. I think the scaffold tile was really good, to allow for more intricate bases. I also liked how it launched the character like a rocket, making for some really enjoyable movement to catch the timebomb enemies. I would’ve liked to do more in the first few levels, while the base was building up, and I had basically nothing. Also, for a base building game, I would expect some sort of an ability to change the buildings (or at least destroy them). I think the game could’ve been harder too. Overall a really nice game, but these things brought down the enjoyment down a bit.
A very interesting mix of mechanics and abilities, I enjoyed it!
For me the most frustrating part was when losing, having to watch the snake blow up slowly (especially if I was really long). I would’ve loved to get blown up a lot faster to get back into action. Tried achieving something like this by holding R, but still, would’ve been nice to get to that end state faster.
Other than that, really great game. Good job!
The art was very nice, the audio (and character talking sound blips) were super nice, I liked the amount of choices and decisions in the game. The freedom to approach however we liked was also nice. I missed the door for a long time the first time around. Maybe that could be indicated better somehow. I tried the bottom door, it didn’t let me do anything and I then concluded that both doors were for show when in fact the top door was actually usable. Managed to reach full exposure, but it was tricky.
The art and narrative were beautiful. I really liked the use of shaders as they brought out really cool effects. Even the main menu was nice to just move the mouse around and see the effects in action. I wish there was more gameplay though. Maybe some other mechanics, or ways to use the black hole for more things (like e.g. using it to fling stuff because of it’s gravitational pull, or puzzles where light bending is the way you solve them) would’ve been nice.
I liked the idea of pirates and the fact the ship was under bombardment, so you had to finish the game in a certain amount of turns. Having said that, maybe I didn’t progress too much into the game to unlock it, but there were no interesting abilities which would make the turn based, strategy oriented combat interesting. All I had was a hit all around me, a normal hit and a retaliation. Would’ve loved to see some more varied abilities, so it would warrant the turn based strategy format. Still, a very nice submission, thank you!
I liked the speed of the ship and the monsters. It felt really nice dodging them, timing torpedoes on walls to kill both the wall and the monster inside. I am not sure what I am supposed to do with the pressure though, as I hit a level, where when I dive down, there is nothing I can do about the pressure. Maybe I didn’t explore enough, to find what I am supposed to do (like in metroidvania type games).
The artwork for the game was absolutely amazing. The soundtrack was also really good. I liked the extremely simple and intuitive controls. The game was approachable to both me and my SO even though our experience with video games is very different, so that is also a big plus. Every moment in the game was action filled which was also nice, but the gameplay itself could’ve spent a bit more time in the oven. Each minigame was quite basic and didn’t really connect in any meaningful way, which was quite sad, considering how good the other parts of the game were. The story was also a bit basic. The boss would’ve benefitted from some more varied attacks to make the fight more interesting. Nevertheless, even with those things, I think overall, the game is really good!
Loved the hacker power fantasy. Never knew hacking could be this easy!
I think for more variety it would’ve been nice to have more minigames for different types of hacks.
Another cool idea could be to add some sort of money and then script/exploit buying to make the hacking easier (just like in real life).

The game was going great, maybe the time until tower collapse could’ve been shorter. We played for 1000s roughly and then the game crashed randomly which was unfortunate, because we didn’t see what happens when the tower collapses.
I think the game could’ve been better with more feedback on enemies hit, but otherwise there are some nice arcade/arena game elements. Reminds me a bit of Akane.
I liked the uniqueness of the game and the setting.
I think the horror elements could’ve hit more if it was a bit more uncanny valley (maybe the clowns arms are more red and there are some fingers around) I think the horror element would’ve worked much better. I remember Cyberpunk 2077 side mission “The Hunt” having a simillar vibe, but there, it was more uncanny valley, which made it even more scary.
Good job on the entry though. Lost our fingers and our head :D




