This is my personal favorite in the jam so far! The diversity of items, characters, skills, and stats is truly impressive. Great job!
KrummSakura
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It has a charming art style, and I really liked details like the character customization and unique magical skills. While it's not a dealbreaker for a jam game, a brief tutorial would help convey the mechanics better, even after finishing, I didn't fully grasp all of them. Overall, there's huge potential here for future expansion. Great job!
Thank you so much for playing and for the feedback! This was my first attempt at making an isometric game. My original plan was actually to use the mouse for movement and combat (the left click attack is a remnant of that), but the plan changed during development. I agree that the keyboard controls can feel a little unnatural at first with this style of camera.
As for the audio, there was an issue with the way I was handling it in the HTML5 version, and unfortunately I wasn't able to fix it before the jam deadline, so I had to release the game without audio.
Luckily, I've now fixed the issue and updated the game, along with a few QoL improvements. It would be great if you could give it another try whenever you get a chance!
Thank you so much for playing and for the kind words! I'm really glad you enjoyed it. I tried to keep the levels feeling a little fresh by giving each one different goals, but the amount of time and material available for the jam simply wasn't enough to achieve a satisfying degree of gameplay diversity.
I've just updated the game to address the lack of audio and add a few QoL tweaks. There’s no new gameplay content yet, but if you get a chance, I'd really appreciate it if you could check it out!
Thanks so much for playing and for the kind words! Yeah, the random marker spawning system in the last level definitely needs a better replacement, it got a bit chaotic under the jam's time constraints.
I've definitely noted the feedback on the glitch text as well. I'm glad you enjoyed the art style and managed to beat it despite the unfair spawns. I'll be tuning all of this for the post-jam version!
First of all, thanks so much for taking the time to provide such detailed and valuable feedback! I am especially honored by the mention of Thief, it's actually one of my personal favorites, and I always look to it for atmospheric inspiration.
I’ve noted down your suggestions regarding the stealth balance, visuals, and that specific Godot backtrace error. I'll definitely be addressing these bugs and polishing the mechanics for the post-jam build. Thanks again for playing!
Thanks so much for playing and for the kind words! I am thrilled that you mentioned the story; I always consider it an essential part of a game. And it is definitely not a skill issue, the game is still quite untuned! :) In the initial plan, there was going to be a shop room for items (including healing items), but unfortunately, it didn't make it into the jam version. I'll definitely add something for it in the post-jam update!
It is refreshing to encounter a visual novel, which is one of my favorite genres. The story was quite entertaining and implemented well. The idea can be expanded into a full-fledged project full of parodies and references. I especially liked the art, which conveys the mood nicely. Not a huge deal for a jam game, but some audio would be nice. Good job!
Thanks so much for playing and for the awesome compliments on the movement and music! You are right regarding the theme. The idea was that those connected room paths shown in the post-run room would form the basis of a meta-progression system between runs. I had to cut some corners due to the time constraints, but I'm definitely hoping to fully implement that in a post-jam version!
As a fellow Godot developer who participated with a roguelike FPS, it’s thrilling to encounter a first-person melee game developed in the engine! I really liked the expansive level design and the Metroidvania aspects, such as finding boots for a double jump. The sword looks awesome, by the way!
The dodge mechanic and the breaking-down animations of the enemies are a neat touch. While the minimalist environmental set dressing is pleasing, some visual cues to differentiate locations would be nice to help with navigation. Adding sound would also be great, but it's definitely not a huge deal for a jam game. Excellent job!
It feels like a crossover between vintage telephone operator games (which some of our fellow jam participants have also explored) and conversational barista/bartender simulations like VA-11 HALL-A or Coffee Talk. I can safely say this has huge potential, especially if it expands to include small story arcs and likable characters with reasonable depth. Excellent job!
It is incredibly fun and a great example of how simple ideas can be captivating for players. The movement is smooth and the character is cute! While the pacing could be balanced a bit more, it's not a huge deal for a jam game. I don’t know why, but I felt like some of the thrown packages almost flew off the screen right at my face, which made me laugh. Good job!
It’s an interesting starting point for the idea. While it looks pleasing in 3D, I think the puzzles could be more conveniently laid out in 2D. This definitely has the potential to shine as a mobile game, and I'm sure there are many casual puzzle enthusiasts who would be willing to give it a chance. You should definitely keep working on it. Great job!
It’s an interesting interpretation of the survivors genre. The variety of upgrades and items is quite good, and the challenge is well-balanced. The WinXP desktop-style intro is also a nice touch! The poses that emerge from the facial expressions of the "free" with two punches made me laugh a few times. The only bug I encountered is that the retry option sometimes doesn't trigger after a failed run. Good job!
The first word that came to my mind after my first run was immersive. All the little details, like the date in the taskbar, the hilarious yet natural notes, a software named simply star_controller_exe to manage an intergalactic trade operation, and the WinXP-looking OS inside a spaceship, were amazing.
Gameplay is intuitive, and drawing paths that cannot cross each other was a clever way to create a challenge. My only suggestion is to make it a little more forgiving, perhaps allowing more than one ship to be lost before a game over. Excellent job!








