Never had anything we could play here! Wish we could have tried it!
Eclipse Publishing
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Thanks for submitting Clockwork Uprising! This was an ambitious idea for a 96 hour jam, and you delivered on it.
The gameplay was smooth, and the game played out exactly the way you’d hope a first person extraction shooter would. Pulling that off in such a short timeframe is no small feat, and it shows how much work went into the project.
Our biggest complaint is that each run never felt unique. Outside of unlocking new things, it often felt like we were doing the same thing over again without anything new being added to the experience. Giving runs more variety would go a long way toward keeping players engaged.
There’s a ton of potential here for the game to keep growing. We’d love to see the idea expanded with a bigger map or new maps to explore, along with more upgrades to give players new ways to approach each run. Those additions could really help each extraction feel fresh and make the progression feel more rewarding.
We loved it, and that’s why Clockwork Uprising easily made our top 20! Great work, and thanks for being part of the jam!
Thanks for submitting Salvager! This was a really fun and unique take on the jam’s theme, and it was a standout for sure.
We loved the gameplay. Using pixel destruction instead of standard damage was a fun twist that made every hit feel more impactful and satisfying to watch. It’s a small change on paper, but it gives the game a lot of its personality and helps it feel fresh.
The ship controls were another highlight. The ship moved like it actually had weight behind it, which made flying feel deliberate and rewarding to master. It didn’t feel like movement copied from another game, and that attention to feel really shows.
Overall, a fantastic entry with a strong identity and a lot of heart. Great work, and thanks for being part of the jam!
Thanks for submitting To Lose Sight! This was a thoughtfully crafted game, and it stuck with us long after we finished playing.
Turning limited vision into the core of the experience was a brilliant choice. Feeling our way through the world with impaired sight kept every step tense and uncertain, and the cracked lens effect in particular made navigation feel genuinely disorienting in the best way. Every vision aid we came across had its own strengths and drawbacks, so swapping between them became a fun little experiment as we searched for something that would finally bring the world into focus. The visual assets suited the tone nicely and reinforced that sense of uncertainty from start to finish.
The maze section showed off how well the game handles risk. Pushing forward without the proper item is possible, but the game makes sure you pay for it, and that makes discovering the right tools feel truly rewarding.
Where the game really shined was in its storytelling. Instead of spelling things out, the world itself quietly reveals a story of loss, and the character’s failing eyesight becomes a reflection of someone unable to see beyond their grief. Gaining clear vision becomes more than a gameplay goal. It becomes a path out of despair. The note waiting at the end brought it all full circle and delivered a genuinely moving finish.
Overall, To Lose Sight is a polished, meaningful entry that uses its mechanics to carry its message. Great work, and thanks for being part of the jam! If we missed anything in this or misunderstood anything feel free to correct us!
Thanks for submitting Zero G Salvagers! This was a fun and unique idea, and we really enjoyed the core of it.
The gameplay was simple and effective, and the map was well put together. The atmosphere was especially well done. It clearly established the game’s goals and vision, and it made the world feel cohesive and intentional.
The main thing that held it back for us was the pacing. It felt a bit slow considering how simple the gameplay is, and it made some stretches drag longer than they needed to. Along those same lines, the map felt a little bloated at times. Tightening it up by trimming empty or repetitive areas would help keep the pace moving and make every part of the map feel more meaningful to explore.
Even so, we loved the core of the game, and there’s a lot to build on here. We’d love to see how you expand it moving forward. Great work, and thanks for being part of the jam!
Thanks for submitting Scrappy Wheels! This was a really fun addition to the jam, and we enjoyed our time with it.
The game had a nice, simple art style that fit it well, and the gameplay was solid overall. The co-op style hammer idea was a really fun and unique choice, and it helped the game stand out from the other entries.
Our one main wish is that the game felt more fun to move around in. It wasn’t bad by any means, but movement is something players feel every second they’re playing, so it has a big impact on the whole experience. Honestly, this was the one crucial issue holding the game back, and if it had been improved, Scrappy Wheels could have placed much higher. Making movement feel smoother, more responsive, and more satisfying would go a long way toward bringing out the best in everything else the game does well.
Overall, a fun and unique entry with a lot going for it. Great work, and thanks for being part of the jam!
Thanks for submitting Void Shark Salvage! There’s a lot of potential in this one, and we can tell you aimed high.
Unfortunately, it mostly missed the mark, and we think that comes down to time more than anything else. Building a full 3D digging system with gameplay around it is a big undertaking, and fitting all of that into 96 hours was a lot to take on. It’s clear the ambition was there, but the scope made it hard for the game to come together the way it deserved.
With that being said, the idea is a strong one. We would love to see you expand on it with more time, give each system the attention it needs, and make it even better. With a little more room to build, this could turn into something really impressive.
Thanks for being part of the jam, and great work!
Thanks for submitting Save the Date! This was one of the most creative, unique, and beautiful games submitted to the entire jam.
What impressed us most was how you approached the theme. You pushed the idea of salvage to its limits without getting lost in the exact meaning of the word. Instead of taking the obvious route, you found a fresh and thoughtful interpretation that still fit the theme perfectly. That kind of creative thinking is exactly what we hope to see in a jam, and very few entries pulled it off as well as you did.
The game is also genuinely beautiful. Everything about it feels intentional and cared for, and it left a real impression on us long after we finished playing.
Honestly, this is one of the best games we’ve played that was made for a jam. We would love to see it expanded further, because there’s so much potential here to grow into something truly special.
Amazing work, and thank you for being part of the jam!
Thanks for submitting Salvus! This was a solid entry, and there was a lot about it that we enjoyed.
The atmosphere was the strongest part for us. The game set the mood perfectly, and the eerie darkness mixed with the lighter character created a really nice contrast that made the world feel memorable to explore.
The gameplay was okay, but it could have used a lot more polish and expansion to give it its own identity. It wasn’t bad, it just wasn’t as memorable as the rest of the experience, and it didn’t stand out as much as the mood and presentation did.
Moving forward, we’d recommend pushing even further into the art and story, since that was the most fun part for us. Building out the world, the characters, and the narrative, and then shaping the gameplay around them, could give the game a much stronger identity.
Overall, a solid entry with a great sense of atmosphere. Great work, and thanks for being part of the jam!
Thanks for submitting Reszoo! Driving around in a truck to track down a zoo owner’s escaped animals is a fun premise.
The game was very simple, and it didn’t really fit the salvage theme, so it was hard for it to stand out among the other entries. We don’t have a lot to add beyond that, but don’t let it discourage you. Keep going, keep making games, and keep improving, and you’ll be dominating in no time.
Thanks for being part of the jam!
Thanks for submitting Plain Survival! We loved what we played.
The art style was one of the simplest and coolest in the entire jam. It’s clean, striking, and does a lot with very little, which gave the game a strong identity right away.
The survival hook was simple and effective. Salvaging what you can to keep yourself and the other survivors alive after a plane crash is a great use of the theme, and it gave every decision a clear sense of purpose.
Our main wish is that the game had a bit more challenge. Making survival more difficult, and giving players more options and choices along the way, would add tension and make each playthrough feel more meaningful. Tough calls about who or what to prioritize could really push the experience to the next level.
Overall, a great entry with a ton of charm. Great work, and thanks for being part of the jam!
We really like this game and though it had potential we wish you didn't decide to support the other jam. Heres our feedback
Thanks for submitting Salvage Core Box! This was a fun platformer, and we enjoyed our time with it.
The standout feature was the grid-based upgrade and ability system. It’s a unique idea that sets the game apart from other platformers, and it adds an interesting layer of planning to the experience. That kind of system has a lot of room to grow and could become the heart of a much bigger game.
The main thing holding it back was the heavy use of AI. AI tools are allowed in this jam, but when they make up so much of a project, the game can lose some of its personality and the sense that it was crafted by hand. Scaling that back and putting more of your own work into the game, even if it ends up simpler or rougher around the edges, would help it develop a stronger identity and let your ideas really shine.
There’s real potential here, especially with the upgrade system. With a more personal touch, this could grow into something really memorable. Thanks for being part of the jam, and great work!
Thanks for submitting Nitka! There’s real potential here, and we wanted to give you honest feedback on how it fit into this jam.
The gameplay had a smooth and solid puzzle structure, getting from point A to point B with steps in between. It flowed well and was easy to follow, and the art style was okay and did its job.
The main issue is that it never really felt like it was made for this jam or for the salvage theme. We didn’t see the theme play a meaningful role in the experience, which made it hard for the game to stand out among the other entries.
The other thing holding it back is the challenge. Drawing your way to the end never really felt challenging, so the puzzles didn’t have the satisfying payoff they could have. We’d recommend moving the game toward more of a straight-up puzzle game, where players have to think through each step and work out a solution rather than drawing a path through. That would give each level more weight and make solving it feel much more rewarding.
It wasn’t a bad game, it just never quite landed for us. With a stronger connection to the theme and more challenging puzzles, the potential here could really shine. Thanks for being part of the jam, and great work!
Thanks for submitting Scrapheart! We wanted to give you honest feedback, because there’s a solid idea here that’s being held back by a few technical issues.
To be upfront, this was a frustrating experience for us. A lot of the time we died in ways we couldn’t explain, often to enemies that were nowhere near us. That made it hard to tell what we did wrong or how to improve, which pulled us out of the game.
The biggest fix would be improving the hitboxes and hit detection. Making sure damage only happens when an enemy actually connects, and giving clear feedback when the player gets hit, would go a long way toward making deaths feel fair. Once players trust that every hit is earned, the game becomes much more enjoyable to learn and master.
With those issues sorted out, this would be a solid idea with the potential to grow in really any direction. The foundation is there, and we’d love to see what it becomes once it plays as well as the concept deserves.
Thanks for being part of the jam, and great work!
Thanks for submitting Dumpster Fire Diving! Salvaging what you can from a house you set on fire yourself is a hilarious and original premise, and it made the game stand out right away. It’s the kind of idea that makes you laugh the moment you hear it, and it immediately makes you want to try it.
The gameplay was fun and addicting. Once we started, it was hard to stop, and that’s one of the best things a jam game can pull off. It fit the salvage theme well, and the idea is unlike anything else we saw in the jam. If there were more levels and features, we would honestly be in love with it.
There were a couple of rough spots. We ran into some audio issues while playing. We were able to find a way around them, but fixing those would make the experience much smoother for every player, especially anyone who might not stick around long enough to work through them. The art style also wasn’t our personal favorite, though that comes down more to taste than anything else, and it didn’t take away from how much we enjoyed playing.
If you continue developing it, we’d love to see more challenges for the player. Having to balance the items you’re carrying, and making the fire itself require a bit more strategy to work around, would add a lot of depth and tension to each run. Those kinds of choices would make every trip into the house feel riskier and more rewarding, without losing what makes the game so fun in the first place.
Overall, a great entry with a ton of potential. The core idea is strong, the gameplay is already addicting, and with some more content and polish, this could easily grow into something really special. Great work, and thanks for being part of the jam!
Thanks for submitting Break it till you make it, and congratulations! This game earned first place in the Eclipse Game Jam, and it truly deserved it.
From the moment we started playing, it was clear this was something special. Playing as a young, unambitious rat salvaging scrap to pay off a mortgage on a house bought from gangsters is a hilarious and memorable premise, and it sets the tone perfectly.
The gameplay was perfectly executed. Breaking down scrap, buying tools that boost drop chances from different items, and deciding when to invest in upgrades like the hammer created a satisfying loop that kept us hooked. Every system felt intentional and well balanced, and it all came together seamlessly.
The game fit the salvage theme flawlessly. Salvage isn’t just part of the game, it is the game, and that’s exactly what we hoped to see from entries in this jam. On top of that, the art style and setting were done perfectly. The scrapyard, the characters, and the overall atmosphere gave the game a strong identity and a ton of charm.
Honestly, we couldn’t have asked for much more. If you continue developing it, we would love to see the game expanded. More wacky things to pay off beyond just the mortgage, steadily increasing difficulty, more story, more levels, and more upgrades would all be fantastic additions. Really, we just want more!
Congratulations again on first place, and thank you for being part of the jam. We can’t wait to see where you take this next!
Thanks for submitting Beyond The Great Lake! This was a charming entry, and we really enjoyed it.
The premise is fun and relatable. Being a bored kid in a small town, taking a dare from your annoying friend Peter, and trying to throw a paper plane across the lake is a simple setup that immediately pulls you in. Salvaging items from the scrap sale to upgrade your plane is a clever and lighthearted way to use the theme.
The art style was fun, simple, and effective, and it fit the tone of the game perfectly. The gameplay was simple, well put together, and did exactly what it set out to do.
This is one of those games where adding more would probably ruin the charm. It knows what it is, and it works because it stays focused and small. That’s something a lot of jam games struggle with, and you nailed it.
Great work, and thanks for being part of the jam!
Thanks for submitting Banana Borg! An AI uploading itself into a banana is a great hook, and it made the game memorable right from the start.
The upgrade system is a real strength. The skill tree is diverse, with plenty of options across offense, defense, and control, and seeing your upgrades show up on your Banana Borg’s body is a great touch that makes progression feel rewarding. Collecting scrap from destroyed robots to power your build is also a nice, natural use of the salvage theme.
The main issue is that the game gets repetitive. Even with all the variety in the upgrades, the overall experience feels like it’s missing something to keep each run interesting. A few ideas that could help fill that gap:
Give each biome its own twist. The Highlands, Badlands, Frostlands, Toxic Marsh, and Psychedelic Rift could each change how you play, not just how tough the enemies are. Slippery ice, toxic zones that drain health, or shifting terrain in the Rift would make every new area feel fresh.
Make builds matter more. Upgrades that combine into special synergies, or enemies that push you to adapt your build, would give players more reason to experiment and plan instead of just buying everything over time.
Add events and objectives during runs. Short challenges like defending a point, chasing down a scrap carrier, or surviving a surge of enemies would break up the constant shooting and give the player new goals between bosses.
Add choices along the way. Picking between paths, rewards, or risks during a run would make each attempt play out a little differently and boost replayability.
There’s a fun foundation here with a lot of personality. With a bit more variety in moment-to-moment gameplay, it could really come together. Great work, and thanks for being part of the jam! We wish you didn't support the other jam due to the creators choices but we still wish you luck!
Thanks for submitting Benthic Grab! This was a fun entry, and we really enjoyed our time with it.
The game had a clear loop and a clear goal, and it delivered on both. Lowering the hook into the depths, fighting to bring your salvage back up in one piece, and working toward rebuilding the rocket gave every dive a sense of purpose. It’s a great use of the salvage theme, and the idea fits it perfectly.
The main thing holding it back is that the gameplay becomes a little too repetitive as it stands, which makes it hard to find a reason for another playthrough once you’ve finished. If you continue working on it, we’d recommend building out what you already have rather than adding something completely new. The idea has great bones, and there’s a lot of room to push the existing systems further. A few ideas:
Make each depth zone play differently. The shallows, wrecks, flooded factories, ruins, and the trench could each come with their own rules. Strong currents that push the hook in one zone, tight corridors that punish swinging in another, and total darkness in the trench where sonar becomes your main tool would make each dive feel distinct.
Give salvage more personality. You already have great items like live bombs and fragile relics. Expanding on that with items that behave differently on the way up, like loot that shifts its weight, objects that float and pull against the cable, or treasure that’s stuck and needs to be worked free, would make every lift its own little puzzle.
Upgrades with trade-offs. Instead of upgrades simply making you stronger, some could come with choices. A faster motor that overheats sooner, or a stronger claw that’s heavier to lift, would make your build feel like a real decision.
Randomized dives and contracts. Shuffling where salvage spawns, adding rare finds that only show up occasionally, and giving radio side jobs special conditions, like a time limit or “no damage allowed,” would add a lot of replay value.
Reasons to keep playing after the rocket. A harder mode, an endless trench dive, or a new planet with different conditions would give players a reason to jump back in once the main goal is done.
We really like this game, and we’d love to see where you take it next. Great work, and thanks for being part of the jam!
We wish you didn't support the other jam due to the creators choices we loved this game and if we missed something or a feature that we suggested that we somehow missed please let us know!
Thanks for submitting Salvage Spinner! This was an okay entry with some interesting ideas behind it.
You used the salvage theme well. Having segments get salvaged off your top and thrown across the arena for anyone to grab is a clever way to build the theme directly into the gameplay, and turning your colors into both your health and your speed is a neat twist.
Where the game struggled for us was the core loop. The reason to keep playing felt unclear, and it was hard to see what would bring players back for another round. The depth of the idea also felt limited. It’s a very cool concept, but in its current form it stays fairly basic.
If you were to expand on it, we’d suggest moving it toward more of a deck builder style of game. Letting players collect, choose, and build around different segments between rounds could add a lot of strategy and give each run its own identity. That kind of structure would naturally improve replayability and give players a much stronger reason to keep coming back.
To be upfront, this game wasn’t really for us, so take our feedback with that in mind. Even so, we can definitely see the potential here, and with more depth and a stronger hook, it could grow into something really fun.
Thanks for being part of the jam, and great work! We wish you didn't choose to support the other jam due to the choices they made but we still wish you the best of luck!
Thanks for submitting Totally Accurate Necromancy Simulator! This was a really fun entry, and we had a great time playing it.
We loved the TABS-inspired gameplay. You clearly understood what makes that style of game enjoyable, and you brought that same sense of fun into your own project. It’s the kind of game that’s easy to pick up and enjoy right away, and pulling that off in a jam timeframe is impressive.
The art style was simple and effective. It didn’t try to do too much, and that worked in its favor. It gave the game a clean, cohesive look that fit the gameplay well and kept the focus where it needed to be.
Where the game fell a little short was in its use of the salvage theme. The connection felt loose, and it didn’t really drive the core of the experience. Necromancy and salvage have a lot of natural overlap, so there was a great opportunity to tie the theme more directly into the gameplay in a way that felt meaningful. We’d love to see that connection pushed further in future versions.
Originality was also on the lower side, for obvious reasons, since the game draws so heavily from TABS. Taking inspiration from a great game is completely fine, but we’d encourage you to push further into what makes your version unique. The necromancy angle is a strong hook, and leaning harder into it would help the game stand on its own and develop an identity all its own.
Even with those points, this was a great game that deserved attention. It knew what it wanted to be and delivered on it. With a stronger tie to the theme and a bit more of its own identity, it could easily grow into something really special.
Great work, and thanks for being part of the jam! We wish you didn't support the other jam but we still loved this entry!
Thanks for submitting Scrapbot: Survive the Invasion! This was an okay game with a good premise, and we wanted to give you honest feedback on where it could grow.
The card system was the standout. It was unique and original, and it gave the game an identity that set it apart from other entries. That's a strong foundation to build on.
That said, the game overall needed a lot more depth, and it could have been much better. Most of the issues came from the very simple gameplay and confusing controls. How you move your character also wasn't properly explained, which made it hard to get into the game at first. Adding a clear tutorial or on-screen prompts for movement and controls would make a big difference right away.
Long term, the main improvements we'd suggest are adding more cards, expanding the core gameplay idea further, and continuing to improve the art. More cards would open up more strategy and variety, and building out the gameplay around them could really bring out the potential of the card system.
Overall, not a bad game, and there's a lot of room for it to grow. Thanks for being part of the jam, and we hope to see you keep building on it!
Thanks for submitting Rust Water Salvage! This was a simple, effective game about cleaning up the ocean, and we really enjoyed it.
The game had a great message, and it used the salvage theme well. Turning salvage into something meaningful, like restoring a polluted ocean, gave the whole experience a sense of purpose that we really appreciated. The audio was solid, the gameplay was solid, and everything came together into a really good game.
There wasn't anything in particular that we felt you did poorly. The only real drawback is that the gameplay can get a little repetitive over time. To keep things fresh, we'd suggest adding more variety to the items you pick up, and adding more depth to the boat and the claw. Giving them more to them, like different handling, abilities, or ways to use them, could make collecting feel more engaging and keep the loop interesting for longer.
This one was up there among our favorites. We're still compiling all the games into our final rankings, so we can't say yet whether it made the top 10, but the list will be posted on our itch page very shortly. Great work, and thanks for being part of the jam!
Thanks for submitting MECHA-SCRAPPA! We appreciated the effort that went into this one, and we wanted to give you honest feedback on where it could grow.
It wasn't one of our favorites. The game felt a little too simple, and the experience came across as flat overall. What it really needs is a more in-depth gameplay loop. Adding more goals, variety, or progression for the player to work toward would give each session more purpose and keep things engaging for longer.
On the positive side, it fit the salvage theme well, and the core idea has a lot of potential. With more time to grow and some extra depth added to the gameplay, this could develop into something much more memorable.
Thanks for being part of the jam, and we hope to see you keep building on this!
Thanks for submitting VHS-Scrapper! This was a simple puzzle game that used the salvage theme well, and it came together into a solid entry.
The rewind mechanic was well done. While it isn't the most unique or original idea, you executed it cleanly, and it fits naturally into the puzzle-solving. That kind of reliable execution is a good foundation to build on.
The main area for growth is identity. The game would really benefit from more unique puzzles that push the rewind mechanic in unexpected directions, along with a stronger sense of personality that sets it apart from other games using similar ideas. Leaning harder into the VHS concept, through the visuals, the sound, or the way puzzles are presented, could be a great way to give it a style that's all its own.
The sound and art were both okay. They did their job, but neither stood out much. Giving them a more distinct direction would go a long way toward making the game feel more memorable.
Overall, a solid game with a good grasp of the theme. With more creative puzzles and a stronger identity, it could really stand out. Thanks for being part of the jam, and great work!
Thanks for submitting O'Merge Store! This was a unique take on the salvage theme, and we appreciated the creative direction you went with.
You did the salvage idea well. It's a fresh interpretation that stood out from a lot of the other entries, and you can see the potential in the concept. That said, there's definitely room for improvement in how it plays.
The gameplay was a little buggy, and we ran into multiple issues during our playthrough. Spending some extra time on bug fixing and testing would help the strong idea at the core of the game come through much more clearly.
We'd also really appreciate a more in-depth tutorial. It's not an overly complicated game, but the current tutorials were a little confusing, and it was hard to fully understand what we needed to do. Adding clearer step-by-step guidance, along with some visual cues or prompts that point the player where they need to go, would make a big difference in helping players get into the game quickly.
Overall, a unique entry with a solid grasp of the theme. With some polish and clearer onboarding, it could really shine. Thanks for being part of the jam, and great work!
Thanks for submitting Scrapyard Royale! We could see the potential for an interesting idea here, and we really wish we could have given it a better shot.
Unfortunately, most of the game was unplayable for us due to poor performance. It ran so poorly that we weren't able to experience enough of it to rate it properly or give meaningful feedback on the gameplay, art, or use of the theme. That's a real shame, because performance issues can hide a lot of good work underneath.
For future projects, we'd recommend testing your build on a few different machines before submitting, and offering a downloadable version if you're also releasing in the browser. Small changes like lowering texture sizes, reducing effects, and limiting how many objects are active at once can make a big difference.
If you're able to fix the performance issues, please let us know. We'd be happy to take another look and give you much more detailed feedback. Thank you for being part of the jam!
Thanks for submitting Rivet's Adventure 64! This was a wonderful entry and one of the best games we played in the entire jam.
The reason it earned second place is simple. It used the salvage theme to perfection. The theme wasn't just included, it was built right into the heart of the game, and that's exactly what we were hoping to see.
The art style was cute and fun, and you can tell a lot of work went into every part of this project. The gameplay felt smooth and interesting, and the whole experience was original. It didn't feel like a reuse of anything else in the jam. It knew exactly what it wanted to be and how it wanted to get there, and it delivered on all of it.
The reason it didn't take first place comes down to the enemies. Combat with them felt repetitive, and it was often difficult to jump over their heads because the jump height didn't feel quite high enough. The enemy concept as a whole wasn't executed as well as the rest of the game, and they ended up feeling more like a nuisance than an actual threat in the levels. If the enemies were improved, with more variety, better tuning around the jump, and a stronger role in the level design, this would easily be the best game of the jam.
We also found the audio a little annoying after a while, especially during longer play sessions. Adding a bit more variety to the effects or including volume controls would clean that right up.
Overall, this was a fantastic job, and that's why we're proud to award Rivet's Adventure 64 second place! Keep building on it and making it bigger and better, because with more time and love, this could easily become one of the best platformers we've played in a while. Congratulations, and thank you for being part of the jam!
Thanks for submitting Cleaning Protocol! There's a solid game here, and you clearly landed on what you set out to deliver.
The art style was fun, and the gameplay seemed to have a lot of depth to it. You used the salvage theme well, and it was an original idea that didn't feel borrowed from other games. That kind of originality goes a long way in a jam.
Unfortunately, the biggest thing holding us back was performance. The browser build was poorly optimized, and we ended up playing at around 9 FPS. That made it really hard to fully experience the game or form solid thoughts on how everything played, which is a shame given how much depth seemed to be there.
For future releases, we'd strongly recommend offering a downloadable build alongside the browser version, and spending some time on optimization for web. Lowering texture sizes, reducing lighting and post-processing, and testing on a few different machines before submitting can make a huge difference. Players and judges can only score what they're able to experience, so getting performance in a good place really helps your work shine.
Overall, a solid game with a lot of promise. Thanks for being part of the jam, and we'd love to see this one running smoothly!