really fun and well made! I would like it if peek and the bag weren't so close together; sometimes I'll go to peek and I accidentally hit the bag on muscle memory which can end a run. I also feel like certain types of actions (like returning items to the bag) are significantly harder to find than other build types
Other than that I really enjoy it!
Jake-Aldridge
Creator of
Recent community posts
Looks great and it is very well made and polished. I like the transitions a lot, especially the first time you enter the table scene. The mechanics felts good and snappy, though sometimes the "hitboxes" for where to place a card were off (especially when the dealer places their 3rd card). I like the idea for the core mechanic, I'd definitely be interested to see it implemented.
Here's some other feedback if you make a full game:
- The mouse cursor follows the real mouse a little slowly. I'd like the options to make it faster, or just have the base value higher, as it feels unresponsive
- The draw pile feels a bit odd, especially when waiting for it to refill. Could it just be a stack where you always take the top card, and not redraw? Not sure it this would have tied into the cheating, like be able to peak ahead/reorder
- Could some of the dealers actions be automated? Dealing the 12 cards out is fun enough, but if the game had other actions (like cheating), this seems like something that could be done automatically and let the player focus on other things.
Good work!
Hey thanks for playing! Yeah, we decided toward the end of the jam to go all in on the slide, but we didn't have quite enough time to make that fully clear and we should have just removed the bite.
Could you give more anymore details on how we could integrate the slingshot with the slide better? I agree drifting or movement during the slide would be cool, the idea right now is to adjust your trajectory with the grapple while sliding
This is a really great, well made game! 10/10 jam game, the progression and difficulty are perfectly balanced together, the main mechanics are fun, and the skill tree is fun to progress through. A lot of good attention to detail for QOL/minor gameplay features such as explosive kills auto collecting drops, and explosions clearing bullets. UI is great.
I'd suggest adding a resume button to the pause menu; when you play in the browser and unpause while in fullscreen it will unfullscreen the game. You can only unpause while windowed, and then go back into fullscreen after unpausing.
Some other feedback:
- If 2 upgrade nodes do the same thing, maybe consider just making them 1 node. It feel a bit unclear to me why they were split, but I realize it is probably just for consistency + allowing players to progress to the next skill
- The fly cooldown bar felt a little unclear to me. It seems like you only spend it by moving, but it was a bit hard to read and also looks a bit like a shield at first
Hey, thanks so much for playing!
We decide toward the end of the jam to go all in on the slide/slingshot mechanic, and we probably should have just removed the bite attack. All of your damage is based on move speed, so the bite will never really compete with the slide, especially late game. We'll let you know if we keep developing!
Thanks so much for the feedback!
I completely agree about clicking to progress in tutorial. We went with space bar because I was afraid that players would accidentally skip dialogue, but maybe clicking a specific location could be a compromise.
I also agree with not allowing a round to start without towers, as with current mechanics there is no reason the player should ever benefit from doing this. We actually did have a fast-forward, but it was causing inconsistencies with how quickly enemies would kill towers and I couldn't get the fix done in time. I put it back in the most recent version and it will be in the next update. Wave indicator are a good idea. Thanks again for playing!


