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Fatal Exit

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A member registered May 20, 2017 · View creator page →

Creator of

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Thank you so much for playing. Definitely feel that with the arena etc too. It was definitely possible to make it larger and I thought about it a few times but I didn't want to commit to more art or decoration as more of that time was spent on the characters and mobs etc.

Yes Brotato was an inspiration, love that game thank you so much!

Thank you for playing! If I revisit it post jam I will clean up the effects and add tooltips for what they do etc!

Thank you so much for playing!

I'm glad you had fun, and it's deffo worth it, a fun game!

Thank you! If I can find some kind of publisher to work with it may come to steam!

Thank you for the feedback! Very helpful for if I polish it post jam!

The main issue tbh was the portrait requirement and the mobile focus of the jam... I'd have much rather developed this project as a desktop game, maybe I will post jam.

Thank you for the feedback! I'll try give your game a shot if I get a chance tomorrow :)

Glad you enjoyed it!

Appreciate the comment! Thank you!

Thank you for playing! <3

Sorry image didn't embed, see below the card choices.

Thank you so much for playing... tbh my line of thinking is I'd rather the game lean towards easier than more punishing for players to clear a run on the first difficulty. Btw if you finished a run, if the local save thing is working properly you should be able to see this after starting a new run: It's basically an ascension levels system where you stack debuffs every level. Sorry if it's not working properly it was a late additon, but if it's there try it out! <3

Thank you for playing! Stormy out today so probably won't get to work on it at all before jam ends, would you mind posting it on Rami's discord for me? I'm worried I might have bothered him recently but I think he'd really like it!

The idea was to let the player get some idea of the fantasy from the very start of the game and for it to get harder past midpoint of run. It's very tricky to design games for jams, if you make them difficult enough that most people bail without seeing the real point/fantasy of a game, especially in a jam setting where they will often play for a few minutes then move on to the next to rate. I definitely feel that there's a level of too easiness at the beginning but I'd prefer that as a sacrifice to see players get to crazy builds to see it fit the theme of the jam rather than them starting off pathetic and weak and thinking there's nothing special differentiating the game from other arena/bullet heaven roguelites. Also if you mouse over enemies or tap on them on mobile you can manual target FYI.


Thank you for the feedback and for continuing to play some more! Appreciate it.

Super cute visual style, love how you flipped the idea of "just another puzzle platformer" on its head, well done! <3

Did you google Bitwig btw: https://www.bitwig.com/


Here I did it for you now stop spreading misinformation about my game.

Don't take part in Bezi jams then maybe? What about this was all made with AI? Do you know what bitwig studio is? Maybe google could ####ing help you.

Finished it, super impressive project for a gamejam. Nice narrative decisions!

Nice, the isometric camera was cool and the style and everything else fit well. Only one pet peeve and that is as the platform tilts the slight change in angle makes the directional control on the keyboard a little bit weird at times (isometric is always hard there, which way is down bottom left or bottom right, but with the changing angles it becomes even more confusing) but great job, fits the theme great!

Clever spin on the theme. It seemed kinda difficult to control with mouse, myabe it would have been better on mobile, I like how we ended up making kinda similar things with very different vibes.

Very nice concept for a game and polished for a short jam aside from the lack of audio!

Thank you for the comment!

Thank you! Gotta give yours a try too!

Appreciate it! Thank you! Will try yours later today!

You can rotate the blocks on one axis with q and e or mousewheel if you are fullscreen. Thank you for playing!

I love the color palette, very sombre. Nice interpretation of theme.

Clever game, nice spin on the theme!

Nice lil platformer and interesting take on the theme!

I love that we both made physics games altho wildly different! <3

A question, do you know the whole point of Bezi jams? This is the 4th one I took part in since last August, a year ago.
I don't see why you have to say "it's a shame" if you have other things you genuinely like, and I am super thankful you like them, seriously. But what gives? I've been making games for almost a decade long before any of that kinda stuff existed, submitted to 50+ gamejams over that time, And if anything the current climate is a boon to solo devs and tiny teams, they aren't the naysayers with industry clout or the big gamedev youtubers or influencers who are afraid of losing influence.


I'm happier making games nowadays than I was 5 years ago. Instead of spending 18 months doing every single skill as a solo dev (I still do most of them) now I can iterate on a reasonably deep game in 1-3 weeks and see if it's fun before committing to even close to that level of investment. And for those that spend that long, the median game revenue on steam in 2026 is sub 200 USD, could probably make more money mowing lawns for a weekend than betting on a game you are not sure of succeeding for 2 years. Might be a wild take to you but this stuff is genuinely more helpful to the little guys than it is the corporations, and yet the stigmas lead to tribalism in bashing the little guys.

A bit of a rant but thank you for the comment!

Congrats dude on the wavedash result!

Well done dude, congrats in the jam!

Thank you! There is more to come :)

Thank you so much! Yess there was a bit of an internal battle regarding where I wanted the jam version of the game to go. Originally it was gonna be like a survival thing where if you screw up too much (like guitar hero or beat saber etc) the crowd walks and you lose. I eventually decided on the jam version featuring just this mode that you could treat entirely as a sandbox if they wanted to with optional score chasing rather than a mode that made beginners to music related stuff feel bad under high pressure, and that seems to have worked to get mostly positive comments so far, and very few frustrated people. But I think if I continue to dev it post jam the game will split into a more sandbox friendly "chill mode" and a more hardcore rhythm game inspired one! And thank you again!

Thank you I am really glad to hear you enjoyed it! I tried to make the visual feedback etc quite juicy, that was a major goal of mine!

Thank you so much! To tell you the truth I am honestly not sure what the optimal play regarding using the DJ filter (which is what you mean by HZ transitions) because I believe the person who scored highest on the wavedash leaderboard didn't use it at all. I mostly included it there because it's a cool "sim" element of what a DJ might actually do in a mix! I'm very curious about doing more long term, I think splitting the game modes into Sandbox and more gamified modes would have been better for a lot of people but didn't make the cut of the jam!

Thank you! I am glad you saw my game there! Nice to hear you showed up to give it a try! <3

Thanks a bunch for playing, glad you enjoyed!