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BlitzTech

33
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A member registered 91 days ago · View creator page →

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Credit where it is due, the UI design is very clean and well-made. However, the core loop is just walking around a room grabbing objects, which quickly becomes tedious. I lost interest and quit during the tutorial because there was no compelling hook. Adding genuine mechanics or stakes would go a long way.

Couldn't get past the start screen. The die sits completely still without rolling, and there is zero indication of what keys to press to initiate anything. It leaves the player totally blind trying to guess inputs. Please consider adding basic control hints or a clear prompt on the opening screen.

The core idea is cute, but the execution feels completely neglected. The player has zero movement and is just locked in place shooting, while enemies slide toward you without even a basic walking animation. Because you cannot move or reposition at all, avoiding hits is impossible. It feels unpolished and very rushed.

Solid and enjoyable playthrough. Exploring the environment and hunting for loot was fun, though certain loot caches felt almost impossible to reach because of how tightly the NPCs guard them. Dialing down their guard zones slightly could make those high-risk pickups feel a lot more achievable. Great work overall!

Sadly, I couldn't get the game to load at all. Would love to try it out if the build gets fixed!

Nice little game! Rolling dice for your life is a cool concept. I am personally not much of a UI based games player, but I still had a good time with it. Solid effort!

The concept had a lot of potential, but the execution feels very amateurish right now. There is practically no lighting setup in the scene, which leaves everything looking flat and generic. With proper lighting, atmospheric polish, and distinct visual touches, the idea could actually shine.

Nice little game! At a certain point, I could no longer knock on any more doors and hit a dead end. It would have been great to have a bit more guidance or visual feedback to show where to go or what triggered the stop. Decent effort overall!

The game is completely confusing and lacks any clear objective. I spent about five minutes wandering around what looks like a really well-made map, opening doors over and over without ever finding where to go or what to do, until I just gave up. Pretty disappointing outcome for a project made by two people. It really needs basic onboarding and clear direction so players aren't just roaming blindly.

Had a lot of fun with this! My only issue was that I got totally lost during the tidying up phase—I just couldn't understand what to do or how to progress at that point. Other than that confusing spot, it is a really entertaining and unique game!

The game is completely confusing and offers very little guidance. I ended up getting stuck right at the gate and had no idea how to progress, so unfortunately, I just gave up. It really needs clearer objectives or visual cues to show the player what to do.

Really fun game! On my third attempt, I was so close to making it out alive, but the witch caught me right at the exit door. Super tense and engaging experience!

Everything felt quite strange and disorienting. The camera movement does not sit or track well, the movement mechanics and control scheme feel clunky, and I could not understand what the actual goal of the game was. Polishing the controls and adding a clear sense of direction would help a lot.

At first I didn't quite get what was going on, but once I started exploring the map, it completely hooked me. The map design is insanely cool, and I really loved all the different minigames scattered around. Super fun experience once you dive into it!

I originally designed my game with the exact same idea—a lucky wheel between waves to roll for abilities and upgrades but had to cut it right before the deadline due to time limits. Your version was spot-on with what I had imagined in my head. Great work bringing that concept to life

Really fun game! I had a great time delivering packages while dodging zombies. My only real wish was having a way to fight back on the run, like a quick kick or push mechanic to stagger zombies when you get cornered. Overall, a very enjoyable concept and solid execution!

The concept had real potential, but the execution feels neglected. The map is way too bare, making the driving feel static like the vehicle isn't even in motion, and the complete lack of sound and effects hurts the experience. Needs a lot more development and polish to realize its idea.

Sadly, the game seems to have been taken down or removed from the page, so I wasn't able to play or test it.

An absolute blast to play! Short, punchy, and nailed the pacing. Had a ton of fun with this one!

Great game with a lot of clear effort put into it! I really loved the character customization options and how many different ways you can style your character. Solid work, very enjoyable play!

Great core concept with the wheel mechanic, and as a fan of top-down arena shooters, I really liked the foundation. However, the pacing feels a bit stuck because the rounds are over too quickly. It felt like I was spending more time spinning the wheel than actually engaged in combat. Lengthening the action phases would make the loop feel a lot smoother!

Nice concept and the core gameplay loop is super fun and satisfying to play through! My main critique is just the visual presentation—it feels like the aesthetics and overall polish didn't get as much attention as the mechanics. With a visual overhaul to match the fun gameplay, this could be really great.

Really fun game and a cool bumper car concept! My only wish was having the ability to drift or trigger a boost to maneuver around more aggressively (unless that unlocks later in the upgrade tree). Aside from that, it was a very enjoyable experience. Great job!

Sadly unplayable in its current state. The visual quality and rendering are extremely rough, to the point where I couldn't properly engage with or play the game. Needs significant visual polish and cleanup.

The load time almost made me give up, but man, I’m so happy I stuck around! Literally perfection across every single department—mechanics, atmosphere, and polish. Worth every second of the wait. Incredible job!

A bit of a strange experience. The presentation is definitely high quality—the UI looks great and the music is really well done. However, gameplay-wise, other than asking characters to swap spots in line, I struggled to understand the main goal or purpose of what I was doing. Needs more substance and a clearer gameplay loop.

Cute, fun, and concise experience! The map design is very well done. It would have been great to have some combat mechanic to hit back at the enemies, but it’s still a really enjoyable quick play. Good work!

Rating: 5/5

An absolute banger of an entry! The concept is crazy good, the map design is stunning, and the overall execution is virtually flawless. The level of polish on the tutorial, main menu, pause screens, and UI is among the highest I've seen in the jam. Couldn't quite beat the maze before my time ran out, but it was so hooked that I kept trying. Top marks across the board!

Rating: 5/5

Outstanding survival horror! The gameplay loop is seamless, and unlike a lot of jam entries, the objectives and navigation are crystal clear. The level of detail is top-notch, and the radio static transitions with subtitled translations were such a creative, atmospheric touch. Super polished experience overall!

Really impressive spaceship environment—the level of detail and craft in the ship's interior looks great, and the premise of fixing a malfunctioning vessel has a lot of potential. My main friction point was pacing and progression: after exploring for a bit, I lost steam because the objectives and next steps weren't clear enough. With some better in-game direction or signposting, this would be top-tier!

The itch page and map design look really nice, and the creepy rabbit makes for a good horror premise!

However, the in-game visuals were quite blurry and low-resolution (wasn't sure if that was an intended aesthetic or an optimization artifact). Gameplay-wise, it seemed like a standard "collect items while avoiding the monster" loop, but without clear progression or purpose, I ended up losing steam halfway through. A clearer sense of direction and crisper rendering would make a big difference!

Critical soft-locks in the Web version.

Tried running the WebGL build 3 times, but it consistently froze either during the intro or on the pause menu. There is also no way to exit full-screen mode in the browser. Unfortunately, couldn't get into the actual gameplay due to this. Needs a quick fix for the Web build!

Great visual presentation, but the player experience needs some fine-tuning. 

The map design, UI, and itch page look super polished. However, the initial load time was extremely long (almost gave up on it), and the game's actual purpose felt too obscure. I had to watch the gameplay video just to understand what to do, which unfortunately killed the incentive to actually play through it. A quick in-game tutorial and some optimization would go a long way!