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TARDIGRADE-99

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A member registered Mar 17, 2025 · View creator page →

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They were, I was intending to have them show via a debug toggle but got sidetracked hard by everything else.

Although the player has a decent enough arsenal for attacks, there was practically zero polish done toward recovery, and the submitted version actually has an oversight where a buffered attack isn't reset after each hit. Once the voting ends I might touch up on the overall game a bit, at least when I'm not tunneled in on another jam.

Extremely cool, favorite one of the entries I've tried thus far

In a way, going from level to level kind of reminded me of SCP-087-B. I liked juking the enemies as well.

Seems like the first boss glitched, but the art and overall aesthetic of it is pretty strong.

Nice game, pruning enemies at chokepoints and the AoE of the Earthbreaker was satisfying.

After figuring out how it works, the mechanic for dealing with the tentacles was quite fun, especially from discovering a bit of strategy and timing in avoiding getting caught while striking the mini tentacles.

Very nice premise of acting as a vetter for guests. Subtle sounds and visual effects like the camera shake and phone messages helped a lot in finding the monsters.

It's been a a while since I played a point and click game, and this one turned out excellently. I like it.

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Very cool game. Leading shots as the enemies cross into the opposite side is satisfying.

This turned out especially well given the time-frame, and having recoil blast you forward is always a satisfying thing to have as someone who played a lot of Noita. Regarding the camera comment, there's always going to be some trial and error and memorization in platformers such as with timing and inputs, but I also think it'd be a bit more lenient if the camera displayed more of the level as you're moving through it, which would give more of a buffer to react in case you're shooting straight into a saw blade. Super Meat Boy is a good example of how you can show more of the level while still making it large enough to traverse through. 

Nice survivors-esque game, I got up to 458 seconds after a few tries. The upgrade mechanics were neat.

Cool game, the auto-targetting was put in well and complemented the spinning return of the spear nicely. 

Nice game, and nice art, I went up to day 20. 

Very cool game, the shifting mechanic was done really well and made for some really creative puzzles, especially the last stage.

Can't tell if the hexagons are simply invincible or not, but the overall gameplay was fun and simple. Neat game.

Thank you for the response. 

Although it might've been vague, the only real objective was to progress through the rooms and eventually reach the exit, with a few scares thrown in along the way.

Thank you for the response.

Air attacks do more damage than ground ones, and you can shoot while jumping or sprinting while you're in the middle of a slash; the gun is also very helpful in interrupting and juggling enemies at range However, as it is, the game throws you straight in without any actual tutorial (or additional description on the page itself) as a guide.

Thank you for the response.

Having crammed for the other parts of the project, I didn't manage to implement any viewport handling pre-submission. 

A bit slippery, but the variation in what attacks the pumpkins are susceptible to was interesting, along with the timed Trick-or-Treat event. Having a level editor built in is also neat.

Extremely cool game, realizing that the bounds of the screen actually loop around like Asteroids was very neat and added even more to it.

Surprisingly gruesome sound effects. Pretty good top-down endless runner, and the jumping was handled nicely. Got to 25 candies after playing it a bit.

Good mechanic, using gun knockback to move around was very neat and reminded me a bit of certain wand setups from Noita. If self-bullet damage was removed, or otherwise limited to some kind of condition, and enemies had less sudden spawn-ins and hit collision, it'd be very good. Still pretty nice otherwise.

Very well-polished, and the dimension shifting from some of the candies was a nice twist. I like how the levels were designed with that mechanic in mind.

After a certain point, I noticed that the directional audio cue of the remote could be used to help locate where it comes in next, but even then it was a bit difficult determining where it showed up exactly. Managed to get a score of 6 after some tries, it's an interesting game.

Thank you for the response.

The banner art was completely improvised, though its primary influence derives from how the cover art in DMC titles usually has a character silhouette near the title. For the title itself, I noticed that applying the Tile effect in words looked cool and decided to tweak it a bit.

Thank you for the response.

Player hitstun is definitely strict the way it is currently; eventually intend to add in slightly more leniency with a brief I-frame window upon exitting hitstun along with some counters against projectiles during the hasten special ability.

Given the sprite sizes, I feel like the red-colored weapons were just enough to be able to notice it.

Got to the end after a while, and a great deal of trial and error with the light reflections. Very good game, and quite fleshed out considering the jam's duration.

As someone who has been playing Killing Floor 2 a good bit recently, this game was very nice. Finally managed to get 50 kills after multiple attempts; even after finding a seemingly decent spot to hold, there was a lot of demand to stay vigilant since the spawn points allowed them to flank you at any point.

Very nice puzzle game, the shuffling of obstacles made for some very hectic levels. I noticed some of the enemies had red weapons while others were uncolored - is the red coloring an indicator of whether or not the enemy is capable of turning?

Parents arguing simulator

It reminds me of Facade a little bit. The sudden narrative was definitely an unexpected shift.

Moving with the unique mechanic was fun, and the ending made me smile. Neat game.

Nice game, the background visuals were nice and reminds me of something I'd come across of an old flash game. The endings made for an interesting twist for the puzzles themselves.

There wasn't much of an indicator for it beyond intuiting the door sprites - an oversight from rushing it, which was on me - but when you approach a door of a room, press E to progress to the next room. The ladder platforming can be trivialized somewhat by keeping W held down as you're jumping betwen them.

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Came across these so far and thought they were neat:

Witch Runner - /jam/gamedevtv-halloween-jam-2025/rate/3955356

TV Boy - Seeing Ghosts -  /jam/gamedevtv-halloween-jam-2025/rate/3965983

Late Night Shop Network -  /jam/gamedevtv-halloween-jam-2025/rate/3965063

Very unsettling premise, managed to be prudent enough with purchases to have just enough for the final offer. I do like that one of the items is just a concrete weight.

There were a handful of oversights that resulted in the enemies being very ruthless; the Skelegunners can continue firing even when hitstunned, will aim once again on the actual gunshot, and the Guillotaurs have zero delay in-between striking, which can be brutal when they're clumped together. You can narrowly break out of stunlocking by dashing or getting a crouching strike in (crouch attacks have the shortest amount of frames), but it can still be very chaotic when paired with the gunner enemies. (The Guillotaurs were thrown into the game in an hour's worth of time shortly before submission ended)

Even in this clip I get hit pretty bad at some points

It's a tad bit RNG dependent since on the first try I got wrecked hard from the inverted controls trick on wave 19. Otherwise, I timed the shield spell whenever a mana orb was nearby and used the invul to grab as much candy as I could in order to have enough between waves.

You can progress through rooms by pressing E next to doors - however, there wasn't any indicator whatsoever added as to whether or not you're actually adjacent to a door (my bad). You can see doors by the rectangular visual within a wall.