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insidemyshell

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A member registered Aug 07, 2025 · View creator page →

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Wow, this was impressive for the limited amount of time for the jam. The art was great, it was a fun premise, and it was fully voice acted. I was a bit confused at first at what each skill did, and would like to have had more indication, but it was also fun figuring out from experience. All in all, great job!

This was really fun! It fit well with the theme of instability, with all the glitch effects and randomness of the characters as well. I do agree with some of the comments about the movement, but I think that's mostly just my preference I was really bad at it, but eventually beat the dinosaur. Thanks for making this!

Thanks for telling me about the glove! Just finished the game with 303 deaths lol

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Quite good, and very difficult. I do wish the corpses disappeared after a bit, though. On the level where the purple thing was introduced, I died so many times trying to use the gun to move upwards that I could no longer see my character under the pile of bodies. I'm not good enough at platforming to finish, but the mechanics and how they were used in the level design for the levels I got to were great!

Edit: I can't get past the punching glove level. Honestly, it's probably just a skill issue, but the dash doesn't take me far enough to pass all the spikes, even if I wait to fall a little then boost. I'm also confused on what the punching gloves do, since I thought they would give me an extra boost or something, but nothing seems to happen when I hit them. Anyways, I'm gonna continue trying later, bc there's like 100 of my corpses rolling around on that level alone.

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Thank you for playing, and glad you liked it!


Unfortunately, we didn't get to add the other levels in time to submit with the levels unlocking properly. There is a version now with more levels, but it's going to have to be uploaded after the jam.

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It was fun, I got 14390. I liked this take on a tetris-like game. It introduced a whole bunch of new considerations, and felt new to me. Especially at higher stacks, the instability also really came across/ I feel like the limited ability to steer the blocks in the air was also very fun, and allowed a bit more of a feeling of control while still maintaining the instability aspect. Great job!


Edit: I played a second round, and I actually quite like the ability to let some blocks fall without losing. It allows for fun things like using pieces to hammer other pieces into place, or to knock pieces off that aren't as flat so you have a more stable platform to build on. Currently at 21030!

Really fun! I had to just experiment with finding the button to fire, but after that, I really loved the game. It felt like a nice take on the theme of instability, and the way the particles can cause other ones to become unstable both provides challenge and fits really nicely with the theme of instability, especially relating to nuclear chain reactions.

Hello, yes, the team is still open and looking for members to join!

I was probably planning on doing some sort of 2d game, especially given that my own game making experience mostly comes from 2d games, so 2d art is a good fit. Also, I am very much an amateur when it comes to music production, so another set of hands working on that would be really helpful!


I'll probably set up a server for the jam when I get the time, but in the meantime, my Discord username is inside_my_shell.

Hello, and thanks!
Sorry it took a while to get back to you, but if you're still interested in teaming up, I'd absolutely be interested in talking more. I'm fine to talk either here or in Discord; whichever one's easier. My Discord username is inside_my_shell.

Hello all,


I'd like to join or form a casual team for the game jam. I've participated in a few game jams before, in several roles, but mostly as a hobby. Most recently, I took part in the Juniper Dev Serious Game Jam, and did the pixel art for the entry Rock Paper Rollcage (Posted by Denoda), as well as the code for the split screen shader. I also did the music and some of the code for the game Stealing Time, which I worked with along with TheLivingDood. In terms of gamedev, I mostly work in Godot, and can use both GDScript and C#. I'm also proficient with Git. Recently, I've been working on personal projects and portfolio things unrelated to gamedev, but I can provide links to the repositories for some of these upon request, if you would like to see samples of my code. I can also send samples of my art (all 2d; I'm not proficient with 3d modelling) and music if needed.


As mentioned in the title, I'm aiming to be part of a more casual team. While I would obviously like to commit some time to the jam, and am completely willing to commit at least 2-3 hours per day for the full duration of the jam, I have other things I need to balance, and do not want it to be a full-time commitment. I'm mostly here to have fun! Thank you for reading this (I know it got a bit long), and happy jamming!

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This was really fun, and looked very professional, with a clear and cohesive sense of style, which is impressive, especially given the amount of time you had to make the game! The game loop was also satisfying, to the point where I played for the better part of an hour.

Thank you for playing, and I'm glad to hear you got through level 2! For the collision boxes, changing the size of the sprites to indicate the actual positions of the hitboxes is a great idea, and something that we'll definitely try and take into account in future updates after the jam. As for the last level, it was a lot of fun to design. We're both pretty new to level design, but I thought that would be a fun way to use the mechanics we had to create a sort of puzzle, and I'm glad that came across in the final result.

So sorry about this bug making it into the uploaded version of the game. The stone doors are based on a timer system and are supposed to shut only when the player approaches. Instead, due to a bug, they shut at the start of the level. For the second door, up to 15 seconds can be taken away from it, so it's only possible if you start opening the second door 15 seconds or fewer after the start of the level, and even then, it requires an annoyingly long click. Sorry again about the bug, though, as I know it makes the level incredibly irritating to get past. Thank you anyways for playing, though, and we plan to fix it as soon as the jam is over.

Thank you for playing! Sorry about the bugs on level 2; I know that it gets really annoying having to hold the click down on the stone for that long. It was something we noticed and had thought we fixed, but that still managed to slip into the final version during the rush to submit the game, and we're planning on patching it as soon as the jam is over.

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Notes: On level 2(the 3rd level with the stones), there is a glitch where the stones automatically fall. They are supposed to stay up until the character approaches, and they worked during in-engine tests. Level 2 can still be beat, but requires quick movement, since only a limited amount of time can be stolen from the stones, and requires a long left click for the second stone door encountered. Additionally, some inputs(up and down) were removed from the game and the start menu, but were overlooked and left in on the pause menu options. These input options should not be used. Lastly, this game saves the player's state and key bindings, but only stores one at a time. On the first time opening the game, the player can navigate via arrow keys and WASD, and jump using either the up arrow or the space key, but after leaving and returning to the game, only arrow keys will work. This can be fixed by rebinding the keys in the options submenu of the main menu. Apologies for the bugs.