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.
BlitzTech
Creator of
Recent community posts
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!
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.
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.
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.
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!


