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karoc

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A member registered Oct 12, 2016 · View creator page →

Creator of

Recent community posts

Thank you so much for testing it out and providing such helpful feedback!
Every single suggestion of yours is completely valid. I was desperate to pack more juice and polish into the game, but the jam clock mercilessly ran out on me. And as for designing stages that count down from 8 to 1, you are right, this feels weird, definitely wouldn't do that again ;-)

I actually wanted to use Kenny's scribble style for the whole game, but realized during the bosses and weapons that I wouldn't make it time-wise, which is why I switched to the neon style. You're right though, they would've been ideal for a game like this.

Thanks a lot for playing the game! You are right, more juice would really support the game, but i ran out of time. Your feedback actually helped me fix the backend high scores. So... sorry, your score probably got lost in the void :D

Thanks a lot for playing the game! Your feedback actually helped me fix the backend high scores. So... sorry, your score probably got lost in the void :D

You really nailed the countdown concept with a inherently simple idea that's basically just comparing numbers. I really liked it!

X is shoot and Z is jump for anyone wondering (hard on a german keyboard).

X is shoot and Z is jump for anyone wondering (hard on a german keyboard).

Countdown executed to perfection! The platforming starts off feeling pretty basic, but it quickly turns into a full-on skill check. Great mix of puzzle elements and tight platforming. The art style is perfect and could easily go into a finished game.

The stress kicks in instantly. I needed more attempts for the first level than I care to admit, and level two completely broke my spirit. A slightly slower tutorial start might save a few lives (and keyboards). Beautiful visuals and super snappy gameplay regardless!

Great pinball/puzzle mashup and thanks a lot for the hints, I'm just not that smart.

Great mix of exploration and horror! The overall atmosphere, visuals, lighting, and sound design, is fantastic. My only issue was performance: running the game maximized caused some heavy lag.

I’m honestly not quite sure what the lore is behind connecting these dots, but it’s super creative! Took me a good few heart attacks and about 20 jumpscares to realize my candle was burning out and I needed fresh light, but I eventually managed to open the door.

I think I need a bit more explanation on why and how I’m supposed to play cards. I’m dropping shapes to fight math operators, but honestly, mathematics is kicking my ass.

I like that there's no player character, but rather you're "tending to your garden," so to speak. The art style is coherent and the sound design is fitting too. I'm not entirely sure what the gameplay loop is, other than clicking and upgrading?

Simple yet pretty and fitting art style. The countdown is relentless. The gameplay loop gives me strong Riftbreaker vibes.

I shit myself, but I guess that's part of the experience. Not sure if I could have done anything to prevent it, though?

Nice style, I like the MS Paint look.

I hate inventory management in most games, but the combo feature here kept pushing me forward. Great art style, and you probably couldn't fit any more countdown!

like scaling the towers with the cooldown. At first, I almost missed the indicator showing which cooldown is set for the current tower.

Crazy how polished your game turned out. I love deckbuilders, and at first it felt very simple, but once my deck was completely "slimed," it became much more challenging. Good art style, good gameplay, really liked it!

Snappy game loop that blends two genres. Very creative, really liked it! For the future, I'd love to be able to move cards faster from the loadout into the timeline so the loop isn't interrupted as frequently.

Time travel is a clever interpretation of the theme. Really impressive how many sprites you not only created in such a short time, but also put together into a coherent world.

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I love the style -elevators that slowly count down and power-ups directly tied to the countdown are just perfect. Great game jam entry!

Very strong puzzler that integrates the countdown mechanics on multiple levels. Really liking it, and while the art style is minimalist, it's absolutely fitting! The fact that you managed to include a level editor with level uploads in such a short time is a impressive achievement.

Huge props! Not only do you capture the charm of the GBA, but you've also built a solid puzzle game here that completely revolves around the countdown concept. The first few puzzles are simple, but the difficulty ramps up quickly.

Wow, fantastic artworks and it feels like a full experience. Feeling the stress while the time runs out!

Lovely enemies and you FEEL the countdown ticking when you try to defeat the enemies!

Complex idea i wouldnt get without the tutorial - really good work! And astonishing art style for a game jam.

Nice idea to make a roguelike where the core game concept is "use your stopwatch". Game feels dull in the first seconds, but makes more sense after gettings uprades! 

Nice! Simple graphic, simple idea, simple sound but overall perfect work of art!

Really clever idea, i like it very much.

You could try to go for a button to change direction if you want to make more out of it.

I like the setting very much for a tower defense game and the art style is fitting! But i have a hard time to find out, what these towsers do.

Anyway, nice game! :)

I really do like the story telling and the game feels like a complete experience. Difficulty increased massive on the boss, but also found a way to cheese it. 

Clever jump mechanics that fit the character perfectly. The speakers are - literally - underwater. Well played.

Gameplay, artwork, theme, and speaker - everything fits together perfectly. The attention to detail with small effects and the polished UI is impressive. I'm genuinely excited by it.

At first, I desperately tried to use the speaker, only to realize it's unlocked after the first mission. Once it kicks in, the game transforms from a simple "left-to-right" experience into a strategic planning and execution challenge. Well done!

Very consistent style, it really captures that "drill corporation"-building vibe. I’m not sure where the speaker is located, though.

Short and snappy - I didn’t just find a Ravefish, I threw a rave. The colors and pixel art are fantastic.

This must be what juggling feels like. The wonky physics and water controls fit together perfectly, proving that a great game can emerge even with reduced graphics. It’s a bit of a shame that I only get to hear snippets of most songs - they sound like absolute bangers and are so different. My favorite was Channel 31.

Great concept that motivates you to try again  - you genuinely feel like you can improve. The animations are lovingly crafted, and the overall style is cohesive. This feels like a complete game. It would also work perfectly on smartphones.

Bonus points for the sound menu behavior and the leaderboard.

Stunning visuals - everything comes together really well and it feels like a complete game. A mermaid with a Boombox is also a fantastic idea. I had a bit of trouble with the hitboxes, as fish I’d already boomed still managed to damage me.

Bullet hell, neon colors, synced sound and a rogue-lite progression - this game ticks all the right boxes for me. It's a fun twist to a simple core mechanic, making it surprisingly enjoyable. The difficulty is well balanced.