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dandyrascal

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A member registered Aug 05, 2024 · View creator page →

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I have to give credit to the game as I am usually, at beat, a mildly average gamer, haha! That sub-55 makes me both cry and curse, but also does make me want to speedrun it further though and see if I can push the limits...

Ah, interesting, now you mention about the full stop hiding under the 4, I totally see it. That is a bizarre choice on the font maker's account...

This was a proper game jam game though - entertaining, simple mechanics yet challenging to master, polished and no noticeable bugs. Thanks for submitting, hope you rank highly as you deserve it!

Congratulations on the submission!

As others have said, this is a well-polished solid platformer game, though I think the jump could have done with some fine tuning. Between that and the gliding, the movement was a little unreliable at times, not ideal for a platformer...

Genuine question - were you able to 'beat' the game? It feels pretty impossible given the slight difficulty caused by the movement controls, haha.

Fellow reviewers - the game is defaulted to Russian, but can be changed to English. Click the middle option (Settings) on the main menu, and then select "EN" in the first option. That will change the language to English which, if you're English-speaking, makes the game a lot more enjoyable!

A true rogue-like, I really liked the hybridisation of the 2D and 3D aspect. I was terrible at the game but I had a decent enough time with it nonetheless.

Congratulations on the submission, best of luck with the jam!

A solid submission and a brave choice to go for 3D in a game jam, haha!

The minigames were really enjoyable, though I wondered if maybe the chute could have also been gamified. The 'unexpected' chute event struck me as odd, but that's neither here nor there.

Congratulations on the submission and all the best for the jam :)

No worries. I have done game jams myself so I know about working to the time constraints (jam and personal).

I think you did great and the fact you submitted a game which worked is the first obstacle that (judging by my rating session last year), many don't get past!

Beat the dev ;) - sub 60 seconds did feel impossible though unless there's a glitch. Sure the speedrunners will find it haha!

Really enjoyable game, did the basics really nicely and I didn't encounter any bugs while playing. Odd that "6." caused the UI label to go a bit weird on the middle row of the level select screen (as seen in my screenshot), but a really minor thing in an otherwise solid submission. Congratulations!

A really unique setting of the theme, with strangely simulator-like flight controls. Took me a few attempts but that's just my own lack of skill, not any fault with the game; certainly enough elements to keep you entertained.

Some very minor feedback:

  • The randomness of entry to the cabin meant that I could guess the code first-time or after 9 or 10 times, all of which impacted on the remaining time. In a broader sense, this could have felt a little unfair.
  • Turning the dial left after reaching the lowest frequency should have wrapped around to the highest frequency. Because it didn't say the range of frequency, I didn't know with, e.g. 139.1, whether it was quicker to dial right or left (on the assumption it would wrap).

Congratulations for the entry and a good submission!

A highly enjoyable game that is really solid; I really had a good time with this one.

The UI is well-handled (there was definite potential for bugs with those papers, but I did not encounter any), the puzzles are tricky but satisfying once you understand them and overall it was a solid, fun experience.

I appreciated the subtle music layering as time gradually got closer to 0, and by the time I beat the level (I think 6th attempt), I was using the music over the timer to assess how long I had left (roughly).

I agree with Memmery, I thought the balance of difficulty and time was pretty good. I personally didn't mind failing the first couple of times because I was building up an understanding of the logic which empowered me for subsequent playthroughs.

Congratulations on entering and submitting this excellent submission!

Enjoyable short visual novel. I liked how the answers were not obvious in terms of what effect they would have on the Count. Suitably easy for a game jam too.

I possibly experienced a bug where my music stopped abruptly at the 'climax' of the story, which felt very anti-climactic, although ironically fitted the theme.

Congratulations on the submission!

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Very enjoyable and addictive game loop. I work in Godot and did the UI in last year's game jam, so I was really pleasantly surprised by how effective the UI is here. I'll take a guess that you may have used Godot 4.7 for the card-in-hand effects...

My only criticism really is that the paw on mouse cards weren't quite different enough to distinguish from the paw by mouse cards on first glance, so I thought these were playable together - a minor blip of frustration when I found out they weren't.

Other than that, a solid submission and congratulations on entering!

Got to round 9, I think...

I really liked the fact that the player is in control of their own difficulty curve, that was really neat and kiting enemies into weapons is always fun. Maybe it was too early-game, but I think one more vincible enemy type would have made it really addictive.

I have to agree with other comments, the homing missiles and the arrows were a little slow, particularly to enter the arena. Zombies were a good pace though and the Golem moving relatively slowly felt fair and balanced too.

Congratulations on the submission, and a solid one at that.

Cool concept for a game and fits nicely into the theme. Requiring the player to embrace the lava as a gameplay mechanic was a very neat game design choice. No bugs encountered and audio was well-balanced.

Some critiques:

  • Great effort putting the keybinds on the screen, but the primary controls felt a little awkward to me; unnatural keys and I found them easy to confuse. 
  • The attack animation was a little too slow for my liking. Made the levels where timing mattered a little too tricky to master. 
  • I think the difficulty (in the countdowns) could have been taken down just a notch for a game jam, as this could prevent people from getting too far into it. I probably wasn't too great either though, haha.
  • I've been in game jams myself so I know how they are haha, but I think having the top of the platforms brighter/more solid and the undersides slightly duller/less opaque could have helped signpost that they could be jumped through; only matters slightly more as movement and traversal are a core gameplay aspect.

Overall though, a really solid effort, congratulations!

I played my part but you did all the hard work, lol!

We hope to be back for GMTK 2026, so potentially see you there :)

#612 out of 9411 games at GMTK 2025. Fully deserved, congratulations, you earnt that place with an excellent submission.

Keep producing small-scoped games, and entering jams, and I'm sure In Development will no longer bear its name and be worth the wait, haha!

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Glad to see you got into the top 400 out of 9411 games at GMTK 2025. Fully well deserved, congratulations!

Totally fair, game jams are all about priorities and I think you got yours pretty much spot on.

No problem, I'll keep an eye out for something in the future from you :D

A really great submission. Sorry I didn't get to rate it in time, but it would have been 4 stars in every category for me. I did get a moment where the game soft-crashed, after showing me I had 888 of every resource, but I'm not certain it was the game's fault, as up to that point I had no troubles (although I accidentally refreshed the page somehow when trying to open the Craft menu...).

The audio balance was a little off, but not enough to break immersion importantly. The voice-acting was really unexpected and fit the game very well. The tone of the dialogue was also great.

Normally I would encourage people to finish the game post-jam, but I honestly think the team has the capability to make something bigger than this, if they have not done so already. Whatever you wish to pursue, I wish you the best of luck and hope you find success, because this was a great indicator indeed.

Thank you so much for the positive feedback!

Building the GUI took me between 6 and 8 hours, but a bit of that was learning about Godot GUI themes in order to do the theme switcher. The music was also myself and was less than 3 hours work, but this was very time-restricted haha.

Art was the amazing work of Defected Pixel Artist.

We're already planning on working on the game post-jam, and improving the feedback messages will be one of the most critical elements.

Will try to play and rate your game before time runs out, but I'll check it out and leave feedback regardless!

Thanks for playing and the kind words! It probably isn't unique, but with nearly 10k entries, we were hoping the idea and the style would stand out!

Great to hear the problem-solving aspect resonated with you, and we have plans to improve this post-jam.

I will try my best to get to playing and rating yours, but it may not happen. Apologies if not, but I can still provide feedback if nothing else!

I think this person might have been referring to the fact that the UI is not scaled to the playable window, so the UI overflows the screen and you can't get to click the Start Game button on the explanation window.

I'm a web dev, so I've manipulated the page to be able to play the game, but most other people won't know (or care) to do that.

Making the UI scale to the window is something to work on next time, though!

This is one of those games where the bugs actually contribute to the gameplay. I particularly liked the speed boost glitch where it would generate so much impulse that you could skip across sections of track.

The lag everyone speaks off appeared to be worst when the player was near the AI. Fortunately for me, they couldn't conquer the grating with no collider, and this consigned them to their own loop of falling through the track and respawning. Truly, this is the most meta loop I have come across so far.

The ship handling was far too heavy for the track, the route was sometimes unclear, and parts of the track had missing or broken colliders. The power-ups were not obvious but did work, admittedly.

Despite all the issues, I can't deny that I did actually rather enjoy myself. Probably not in the way the developer intended, but even so, that's more than most AAA games can claim!

Always room for the greatness of Bach! Really great idea as a way of educating people of contrapuntal music through the medium of a game.

The timeline UI was a bit buggy and awkward to use at times, so spending some polishing time wouldn't go amiss. I'm also not sure if the "Next Excavation" button is bugged, or if its meant to load another part of the same composition, but then the phrase blocks bugged out.

I think it may have been helpful to have a real recording of the tracks be playable from within the UI, so people know what the goal is. As much as I love Bach, I must admit, I can't remember his inventions off the top of my head!

I had considered a game featuring music but couldn't find an idea that worked, so congratulations for pulling it off and submitting it to the jam!

A great and unusual take on the theme, runs fairly well (although I had some lag spikes) and a simple yet satisfying core game loop. For the amount of time you've been learning, this is an excellent submission, and I hope mine and others comments can inspire you to keep going.

Congrats on the submission and I hope you enjoyed the jam and learnt a lot whilst doing it.

A solid submission that fit the theme well, congratulations. 

My biggest criticism would be that the boosts were extremely difficult to use. I understand that they are one of the key skill gates of the game, but  they were frustrating to work with at times. I think this is why in Ori & The Blind Forest, the equivalent mechanic allows you to aim where you're going and fires you at a fixed velocity, so that the handling is predictable and precise without sacrificing player skill. I wonder if that approach would work better here?

Best of luck with the ratings and happy jamming!

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100% agree on the differences in thinking and how puzzles can utilise that. I thought I'd mention it just so it didn't seem like some kind of game-ender, given the numbers of people commenting that they are struggling to figure it out.

Totally cool on the other points, I definitely know what's it like to have a massive to-do list and simply run out of time haha! I tend to write comments in a way that the developer can pick them up post-jam, as I like to pretend that every idea will become a released game eventually.

Awesome work again, and I wish you every success!

Don't know if it's just me, but I get an error: `Error msg is not defined` when trying to enter a code for the conference room door, and neither Button One or Button Three worked for me with the Basement bomb.

I'll have to rate it with this in mind, because it basically soft-locked me, which is a shame, but I hope others are more successful than I was!

I had an issue the first time of playing, where pressing the space bar after the first interaction crashed the game. The second time around, I waited until the cursor lost the loading wheel, and then it seemed to be fine.

Unfortunately, I could not progress at all after the jumpscare; every situation appeared to be unavailable and I don't recall any info before that giving me any clues. Clearly it's possible as other people have commented on later parts of the game, lol!

For that reason, I haven't rated it because I think my rating would unfairly skew the current ratings. I'm clearly missing something (I am extremely tired so that doesn't help) but, in this scenario, I would consider my rating to be too harsh a punishment for that.

Personal preference, I think I'd prefer a cleaner / non-pixelated font for the UI, just to make it easier on the eyes. I think a good choice of font will still work with the pixelated visuals, but it's totally subjective - maybe the option to change the UI font could be a nice feature and could please both crowds perhaps?

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This is probably the best game I've played so far, and that includes the game I worked on haha! Tonnes of levels for a jam game, all of the necessary elements were there and functioned without issue. There were some nice QoL touches, like the variable speed buttons and the programming bar re-ordering instructions when dragging-and-dropping into another slot.

I see a lot of people talking about level 17, but I actually found that one fairly easy; I definitely took longer on a previous level (maybe 9, can't remember now) and I stopped playing on 19 (only because I'd seen enough to comment and there's a lot of games to get through!).

Something I think a lot of games miss, particularly game jam games, is levels that introduce new concepts in an easy but interactive way (ours definitely did because the levels were rushed...). I thought you did an excellent job with this and it's subtle and often goes unnoticed, so I'd thought I'd point it out.

If I was to be picky, my only suggestions would be to sort the spelling/grammar (totally appreciate the time constraints and the fact English may not be your native language), add some more tracks and make it possible to click on an instruction to add it to the next available slot in the programming bar. Other than that and some more content, you've pretty much got a production-ready game imo. 

Awesome work, and I hope this gets the ratings it deserves!!

As others have said, it's a very simple concept implemented really well. I, personally, could not get to grips with the control scheme, but that's a skill issue rather than any fault of the game. The visual were good, and I think having the health large and central, but behind the playing area, was a very clever and effective decision.

Congratulations on the submission, and hope this rates reasonably well!

Totally agree. As mentioned in another comment, we had to cut a feature which allowed you to upgrade the feedback panel, and this would have provided increasingly obvious clues as to what exactly was failing the conditions.

It was a tough decision, and trying to tune the messages without it in a short space of time was tricky, and I will concede we didn't quite get it right.

Thanks for playing and for commenting, it's much appreciated!

Thanks for the kind words and the feedback.

As the person who created the puzzles, I totally agree. That last level was shoehorned in last minute to demonstrate how new colours would be unlocked, and to give a sense of how the game progressed even though we essentially ran out of time to implement progression.

We also cut a mechanic (again due to time) which allowed you to upgrade the feedback panel; the idea here was that the messages would become more useful with each upgrade, providing more detail about which colour was involved, where in the grid it was etc.

Thank you for playing and commenting!

Yep, I thought the vibe was great; it reminded me of Halls of Torment but with a cleaner, more modern art style (in my opinion, Halls of Torment is an excellent game, better than Brotato and probably even Vampire Survivors).

Best of luck with the ratings and I hope Unity lets you turn it into a full game, haha!

Thanks so much for the play. As @DefectedPixelArtist said, if there's anything we could do to make the puzzle feel challenging but within reach, do let us know!

I'll be sure to check out and rate your submission, either tomorrow or the day after!

No worries. I think it is the role of players and developers to fairly critique and praise games; the benefit is circular.

Good to hear there will be a "next time" though, and always remember that many successful devs started with a whole load of janky, incomplete, busted ideas to acquire the skills they needed to be successful...

Best of luck and enjoy!

You did really well then! The clones lingering didn't break the game, which they might have done with a buggy or less robust implementation.

I hope you consider spending more time on it and bringing the idea up to a full release.

Best of luck with the ratings!

Ah, that's fair. I think I programmed our game end screen (which simply loaded the credits screen) in the last few minutes of the jam, so I completely understand.

All the best with the ratings!

Have edited my original comment to reflect this change.

Thank you for the explanation, and having played to lose, I can see that I did misunderstand what was happening the first time around. I think the UI could maybe have indicated this clearer, but I think it also falls on me to have read and understood better.

Like another commenter said, the background texture negatively impacts the game. Personally, I would have considered either black or maybe a shade of blue, to make it less challenging on the eyes.

Best of luck with the ratings!

I second this. But it would be interesting to hear what the original idea was, because I thought this was a great effort, particularly if it was effectively a salvage of the original idea as the author seems to indicate in the game's description!

I WINNED! Great submission, congratulations! The idea was great and, like Soul888 said, there is potential for a really fun game. 

My critiques would be that it was not obvious which character I was actually controlling versus a multitude of clones, and only a couple of the clones actually worked, the rest were essentially prop decorations. I would lean into one or the other; so either have all clones shooting or just have the last N clones be on screen and shooting (this limitation could make for some interesting situations for the player and for level design?).