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Toxic Lord

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A member registered Mar 14, 2026 · View creator page →

Creator of

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Good game. But now I'm angry.

 ( •̀ ᴖ •́ )

Camera is very important for 3d platformer. And I was so infuriated by what you did, I decided to perform a vivisection on your project. What I saw told me everything I needed to know.

Here is the link to a slightly more optimized version of your work. I hope you can implement the rest of the fixes yourself.

https://mega.nz/file/bspRiCgL#SRx93aLrM6CkVG2WwVbRCPzacbzrUISQI8uCukckweo

I tried to play again and found an issue. When you click on a button while looking directly at the keypad, game reopens the keypad UI and resets progress. Going or looking away solves the issue.

I don't know if it's a Linux version problem, but the keypad is broken and can't get past the first digit.

Otherwise, this is a nice short escape room.

I simply must know. Is there an actual gravity mechanic, or are you just rotating the planet?

It's impressive either way. Well done!

Thank you for an honest review. That level was an oversight on my part. I will update this "game" after the jam, and it will be first of many fixes.

Knowledge can truly be a curse.

Nice art!

Fixed camera perspective seems interesting at first, but becomes annoying later. It is not scary not to see an enemy, it's infuriating.

Also, they can charge through walls.

There are many things to like about this, and previous comments already did a good job of describing it.

Here are a few things that need work:

  • Enemies are non-threatening. They are simply too slow.
  • Timer is a double-edged sword. It is supposed to rush players, making them take snap decisions and induce tension. But on such a big map it mostly brings frustration.
  • It is also hard to find the right amount of time to give per stage. Having enemies patrol certain routes would make it easier to determine.

The horrors of dementia.

Well executed.

A bent mirror?

Thank you.

I will assume there being three pillars and two leylines as intentional. I guessed correctly and found the third pillar on the first try. :D

The UV light mechanic is a cool idea and implemented perfectly. But it makes lantern useless. If it had longer light and there were obstacles that required you to see them from further away in order to avoid them, it would make it relevant. Adding a little bit of time to switch and stamina cost would help too.

Also, great sound!

Well done! Hope to see more where that came from.

Presentation is nice. Sound is good and so is art.

Personally, I dislike to constantly move my attention between combat and clone creation. If it was your intention, then you did a fine job. If I were in your place, I would cut matter drops 1/4 and use the tank to store 4 clones. This would also solve wasting picked matter when the tank is full.

I liked discovering what different genes do. It is a shame that there are only 3 of them right now. Perhaps some rare ones like regen, attack speed or range would make it more interesting. And maybe an option to inject yourself for a temporary boost.

(╮°-°)╮┳━━┳ ( ╯°□°)╯ ┻━━┻

Thank you. I will keep it in mind.

Setting button is such a bait.

Also, pressing button each time you want to move is driving me insane.

But it looks nice and puzzles are good. So overall it is a good game.

I like all the balls!

Fun and stressful! Also, the win screen is bugged.


Nice!

Hurt sound is absolute peak!

There are ten waves on each difficulty. Do try to beat normal. Avoid easy. It has a few "quirks."

Fun but crashed on me twice (Linux).

Healing from killing enemies and projectiles makes it a little too easy. Also, projectile speed does not scale with size?

Very cool!

There seems to be a bug with card removal. They stack upon each other. Other than that, very good.

Slow movement. Rocks with no collision. No (not working) plantable area detection (tree grew in boiling water). No level select and no saves.

All of these things are holding this game back. I cannot say much about level design and puzzles, because level 3 is where I stopped.

Absolutely infuriating. Love it. Please add checkpoints.

Harder difficulty is a must for this one. Earlier and more frequent attacks. The max number of workers tied to the number of houses. Make player make strategic choices, not spam bread on the first two days. 

Solid starting point. Nice art and chill music.

I personally do not like randomness in getting seeds. It would be better if the price for each was set (it can scale, depending on various factors), or at least an ability to keep seeds so as not to plant them immediately. Cause being, that right now there is little point in removing plants. 

If you plan on working on this game after the jam, I would suggest adding more interactions between plants and between plants and enviroment. Something that would not be immediately apparent, require experimentation and interesting to discover. Loop Hero is a great example.

Also, cactus is bad. That makes me sad. Change it and make it viable. =)

End game conditions like timer  or game over when all flowers wither would be nice. And score.