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m040xie

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Great game! It reminds me of soap-cutting ASMR - very tactile and genuinely pleasant to do. By the fourth customer I felt like a seasoned lantern carver and a bit of a grump about it (four images on one pumpkin? isn’t that a bit much, madam?).

One thing that went wrong: the eyes on the rutabaga never registered, no matter how much I scooped at them with the spoon. I ended up hacking the poor vegetable to pieces 🔪 which visibly upset the Scottish guy. Might be worth a look.

Also, it ran a bit heavy in the browser - maybe fewer draw calls in the background, or simpler props outside the workbench, would help. Lovely work!

Such a lovely little puzzle game, and the design is the standout for me - the whole road feels like one coherent place.

One thing I struggled with: I couldn’t quite read the story behind it, and I think it’s because the sound and the visuals pull in different directions. The art leans into mystery and magic, while the music leans into heavy drama, so I never settled into one mood. The beeping also reminds me of a heart monitor - I’m not sure if that’s intentional, maybe it pays off in the ending and I just haven’t got there yet.

Smaller wishes: a bit more speed for the pumpkin carrier, or a sprint button, since he moves with the solemn dignity of someone transporting a very important vegetable 🎃 And a bit of post-processing - some bloom around the lantern, maybe light fog - would add even more magic to the locations. Nice work!

Good idea, and one that should really hit home.

The experience felt tightly scripted to me, and if that’s the design, I think picking from offered replies would work better than typing freely - writing my own words kept making me test whether the game cared what I said, and it mostly doesn’t. A set of choices would carry the same weight without that doubt. (The reaction to my typo was a lovely detail, though.)

Nice work on the atmosphere.

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For what it’s worth, the “defend the pumpkin” button made the goal clear enough for me - I knew what I was doing from the start.

Maybe too clear, actually: I dug a pit right on the path the monsters walk, put two turrets next to it, and then just collected coins and watched the kill count go up like a very relaxed landlord . The pumpkin didn’t lose a single point of health. Might be worth blocking digging on the path, or capping turrets near it.

Two other things: it runs heavy and never quite feels light to control, and I really missed right-click to cancel a placement and switch back to the shovel. Nice work though!

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Oh, I liked this one! The art and the strategy layer both work really well for me.

Two small things: the music felt a bit aggressive - dropping it a couple of tones lower might make it easier to sit with over a longer session. And I didn't quite understand the Midnight Keeper's attack, so a clearer tell there would help. But overall it was a really pleasant play. Nice work!

The zombie moves really smoothly, and the whole thing is immediately intuitive — I was playing properly within seconds. Good fun!

My one note: I wanted a bit more speed out of him, especially when food lands on the far side of the screen. Though maybe that's the point — he is a zombie, after all 🧟 Nice work!

Thank you! Replaying until you hit first place is the best compliment a game like this can get — that’s exactly the “one more run” feeling I was hoping for. Congrats on the win!

Thank you!
That’s exactly what I was going for - even though the art is cartoony 2D, I wanted the pumpkin to feel alive and physical, like it has real weight to it. Lovely to hear that it came across, especially from someone chasing the same feeling!

Thanks! Turning them into proper villains rather than just a hazard is a great idea — a squash bug with a personal vendetta against your pumpkin. Noted!

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Thank you! That’s especially good to hear - early playtesters didn’t understand the goal at all, so the tutorial bits were a last-minute patch. Glad it reads clearly now!

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Congrats on first place! 🏆 Your strategy is exactly the loop I was aiming for - rotating resources and pausing GROW on micro-cracks is the intended rhythm.

On hazards: there is weather in the game, so if you didn’t spot it, that’s a readability problem on my end. Good to know.

And the camera suggestion is a great call - starting tight and pulling back until the pumpkin doesn’t fit the frame would sell the growth far better than extra stages. Thanks for the detailed feedback!

Thanks! Fair point about the first level - that’s on my tuning. Noted!

Thank you! You're absolutely right that cohesion is the hard part — the art came in separate batches and every one of them drifted a little in style and scale, so a lot of the work was just dragging them back in line. Thanks for playing!

Thank you! Keeping everything visually consistent was the single hardest part of this project, so hearing that it reads as cohesive is a real relief. And the “responsive” bit especially — that’s the invisible work nobody usually notices. Really enjoyed your danmaku too!

Really enjoyed this one! The pull-tab picture book idea is so cute, and the mechanics are straightforward without ever getting boring — that’s a harder balance than it looks.

My pumpkin did go puff on the mill a few times, so some levels took me several attempts to get right ⭐ I think I’ll go back and three-star everything, I want all the carvings. Great work!

Nicely old-school, and the sound is great — this is what a bullet hell would have looked like back in the Arkanoid era. Really enjoyed that about it. Great work!

I loved everything about this one — probably my favorite of the whole jam. I finished it twice, which says more than any rating I could give it . The polish is genuinely impressive. Great work!

Fun game! It didn’t hold my attention for too long though — the waves start blending together after a while, and I see from the comments I’m not the only one who felt that. That said, it was still decently fun while it lasted.

Also, I have to ask: why the Hulk? 🎃 I wasn’t expecting him at all, and now I need to know. Nice work!

The music made me feel like I was in a slow, intimate tango in some late-night café, which is a lovely dissonance with a game about a burning scarecrow 🎃 Not what I expected, and I liked it.

One small thing: the main menu UI came out misaligned for me — title cut off, Play button overlapping it, sliders drifting off to the side. Probably a window size thing. Nice work!

Fun one! It somehow gives off Android: Netrunner and DDR vibes at the same time 🎃 Nice work!

Honestly, I never quite worked out what I was supposed to be doing — I wandered, I survived, but the goal stayed out of reach for me. I see from the comments that I'm not the only one, so take it as one more data point rather than a complaint.

What did land: that low humming drone in the background. It does a lot of work for the mood, and finding out all the audio is synthesized in code made me appreciate it even more 🎃 Nice work!

Walking around on a giant spinning pumpkin is a genuinely original idea — I don’t think I’ve played anything like it. Grandma Rudy’s voice is great too, it gives the whole thing real personality, and the squelchy goo and pop sounds are very satisfying 🎃 Nice work!

I’m a sucker for anything radio — local stations, shortwave, late night broadcasts — so this one hit me right where I live 📻 The atmosphere is exactly the kind I come back for.

What really got me is that the game notices when you go quiet, and I’m fairly sure it counts the seconds you spend off air. That’s a genuinely unsettling detail to realize mid-shift. The jam theme sneaking into the calls is great too. A dog named Gourd. Perfect.

Crash Bandicoot called, he wants his apples back 🍎 This is so PS1 it hurts — in the best way. It genuinely feels like a bonus level from something I'd have rented on a weekend back then.

A cute old-school take on Subway Surfers, and I mean that as a compliment. Nice work!

Took me a moment to get the controls, but once it clicked I was hooked — it really reminded me of Gravity Defied on old mobile phones, in the best way 🎃 The pumpkin/rutabaga swap is a great idea, it keeps things varied just when you've settled into a rhythm. Very cute and minimalist overall.

One thing: the physics feels a bit heavy, and building up momentum isn't quite as easy as I'd like — I spent a while rocking back and forth like a very determined vegetable. But the core idea is lovely. Nice work!

Made it all the way through — took a few attempts to get the planning right, but once it clicked it went smoothly. A nice, very minimalist puzzle; it reminded me a bit of the board game Set, that same "hold three traits in your head at once" feeling .

There's really only one thing to judge here, and that's the logic — and the logic is solid. The inheritance rules stay honest, which is exactly what this kind of puzzle lives or dies on. Nice work!

Really enjoyed this one — it's basically Hades, but starring one small brave rutabaga, and I'm fully on board with that 🎃 The sound design and the whole atmosphere work great together, and the art holds up nicely.

IMHO the weapons could use a bit more fine-tuning, and the roll animation feels slightly rushed, but I was having genuine fun regardless. 

Also "You've been carved" is a perfect line, but the game over screen itself could use some art to match - the little rutabaga really tried out there, it deserves a proper send-off.  Great work!

The Dusk phase is really beautiful, and the music is pleasantly meditative - together they make this the coziest possible way to be chased by root vegetables 🎃 Finding out it's all procedural, no asset files at all, made me appreciate it even more.

One small thing: the early waves felt a little crowded for how slow the starting fire rate is - those first minutes are mostly running away and politely apologizing. Nice work!

Hi! Big fan of logic puzzlers here, and the nonogram + minesweeper mix is a genuinely fun combination. The UX/UI is really pleasant too — that clearly took some tuning.
Two small wishes: drag-filling with the cursor (my hands kept trying to sweep across rows out of pure nonogram muscle memory) and a hint button for when my brain gives up 🎃 Great work!

This one feels like a complete little game, not a jam prototype — really impressive! The movement is super super smooth, the jumps have this lovely floaty weight to them that just feels right.

Two small things from my playthrough: level 2 got a bit tough for me, and I often couldn’t tell what exactly I tripped over — maybe the obstacles there could stand out a bit more from the background?  And the music didn’t quite land for me — it’s a bit aggressive for such a cozy fairytale world, I kept expecting something more twinkly and midnight-ball-ish 🎃 But that’s purely personal taste. Lovely work, good luck in the jam!

Such a cute little guy, I just want to steal and put him in my pocket. and the location are so lovely! It did run a bit heavy  with all the 3D goodness - so some performance options would be lovely. But honestly, very charming work, congrats on finishing!

Thank you! <3

Boing boing boing 🎃 The veggie bouncing is nice! and the fact that it’s all made purely with code - pretty cool. The game is quite simple right now, so I'd love to see some extra ideas to make it feel more yours.  Congrats on finishing the jam!

I had fun poking around in this! Two tiny things though: the game felt a bit chonky for my smol brain at first, it took me a minute to warm up 😅 great job, good luck in the jam!

It’s my fav from the jam. At first I didn’t quite get the rules, but it clicked on the second try. The physics is neat and satisfying, and I love the style

   
I really enjoyed it! Btw, the tiny Cthulhu is so cute - he deserves some candy!