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walkberg

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A member registered Jan 27, 2026 · View creator page →

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Thanks for playing! I'm sorry I won't have time to try yours before the jam ends, but I'll definitely check it out over the next few days and leave you some feedback

Yessss!!!?
Thanks for playing! I totally agree, it definitely need more balancing, i will post a post Jam version with some smalll measing feature and balancing.
I'm sorry I won't have time to try yours before the jam ends, but I'll definitely check it out over the next few days and leave you some feedback

Thanks for playing! I'm sorry I won't have time to try yours before the jam ends, but I'll definitely check it out over the next few days and leave you some feedback

Thanks for playing! I'm sorry I won't have time to try yours before the jam ends, but I'll definitely check it out over the next few days and leave you some feedback.

I really like the sound design, and the concept is cool! I actually tried a similar concept in a past project, but from experience, it's pretty hard to balance. As a result, you often end up just waiting for the vegetables to grow. Maybe adding side objectives (like money spawning on the map, for example) would give the player something to do instead of just waiting around.

Also, on my first run, I ran into a bug where I didn't get any money, which made it pretty tough to progress!

I really like the aesthetic and the overall atmosphere! It's awesome how the soundtrack shifts from calm during the elevator rides to much more intense during fights. I just wish the combat had a bit more variety for example, in the tentacle movement patterns.

Good job !

I wasn't expecting a dungeon crawler quiz game! The concept is really cool, and the visuals are absolutely gorgeous.

The amount of features and art created in just a 4-day game jam is seriously impressive. This game definitely deserves way more visibility.

Awesome job!

Waouh, the game is visually gorgeous the art style is so colorful and the world feels super cohesive! The music fits the vibe perfectly too.

I had a lot of fun playing, even though a few mechanics aren't super clear, like how to gain extra time or how the active scoring system works. But overall, the game is incredibly polished from the menus all the way into the gameplay.

Great job!

Gorgeous visuals, and the concept is pretty cool! I would've loved a bit more of a challenge, though. Also, being able to move the characters around would be nice, as it's hard to grab the one you want when they're stacked behind each other.

Great work!

Nice concept and lovely art!

Congrats on making your second game!

I would've appreciated a quick hint or indication on how to open the info sheet, thougt without that, it gets a bit confusing to figure out what to do.

Cool concept, I really liked the system where players have 2 health system, real one and time! The character upgrade system is super nice, and the music fits the game really well.

There are a few UX points that aren't super clear in my opinion:

  • The turn system (which I assume is on the top timeline) isn't very easy to understand.
  • It's a bit unclear where characters can actually attack. On that note, I wish defeated characters would disappear from view it felt like one of my dead characters was blocking the view during the boss fight.

It also could have been cool to have permadeath for the characters.

Great job overall! :D

Super satisfying particles and pops sound ! The concept is super simple but really effective. It's just a bit hard !

Loved the concept, I really enjoyed it!

I ran into a bug where the UI ended up taking over the entire screen after a while, which made it impossible to buy things on certain sites.

Nice work!

I  really like how the music intensifies as the game progresses!

I would have loved to see a bit more enemy variety, and a quick explanation of what the power-ups actually do, since it isn't very intuitive right now (aside from the heart, of course).

Nice job !

Cute art style! I really like the concept of having a bunch of little minigames. Unfortunately, a few of them feel a bit too hard, or they launch way too quickly.

Nice job!

I was also thinking about making a game where life and time are merged when the theme dropped! Bringing that concept to a survivor-like format is a great idea, and the music is super catchy.

Unfortunately, on my PC, the weapon-switching key wasn't working, and having to spam the cursor to use the base weapon got a bit tedious. With slightly fewer screen effects and a bit more difficulty balancing (it's a little too easy right now), this could be a really neat concept.

Great job!

I had a lot of fun! The movement mechanics feel really good, and the voice acting makes the experience even cooler.

Loved the phone-style settings menu. That was a super clever touch, though unfortunately it ended up crashing my game.

A few things held the experience back a bit, particularly having to restart all the way from level 1 every time you lose.

Good job ! :D

The game is super cool, the mechanic is innovative, and it fits the theme really well. The narration is neat and brings a real sense of cohesion to the whole concept. The frog mocking you when you mess up is hilarious!

Progression feels very natural, explaining mechanics step-by-step. Feature-wise, offering 30 levels for a 4 days game jam project is super generous (unfortunately I couldn't finish them all, otherwise I would've spent my whole afternoon on it!). :D

My only minor feedback: I would've loved a small button to return to the main menu so I could try other levels without having to restart the game entirely.

Thanks for the project, I had a fun playing it!

Je ne m'attendais pas du tout à ce que Violette soit un gros guerrier en armure eheh. L'ambiance générale et la narration minimaliste fonctionnent à merveille, et la musique colle parfaitement.

Côté gameplay, le labyrinthe où l'on se bloque des passages et l'extinction progressive de la lumière sont de très bonnes idées. Mon seul petit bémol réside dans la répétitivité : devoir recommencer plusieurs fois pour apprendre le parcours par cœur devient un peu frustrant et a tendance à casser la naration.

Gj !

Thanks for playing!

Thanks for playing!

Thanks for playing!

Thanks for the feedback! I totally agree with you about the balancing issues. I made some last-minute adjustments because the game was way too hard and frustrating, but unfortunately, that ended up making it too easy! I'll at least fix those balance issues and add a few missing features in a post-jam version. :)

Thanks for testing! Glad to know those quality-of-life features didn't go to waste! :D

Thanks for testing it out! :)

You probably say that because we approached the theme in a pretty similar way, haha! Thanks for your feedback!

Thanks for taking the time to test it out! Yeah, unfortunately I didn't have time to balance the game properly. I'm going to work on a post-jam version with better balancing and a few extra features I didn't get the chance to implement! :D

Thanks for playing!

Glad to hear you enjoyed it! Thanks for taking the time to test it out! :D

Yeah, unfortunately the game isn't responsive. Thanks for playing!

Thanks for playing! : D

Super addictive! The amount of content and polish for a 4-day game jam is insane. Congratulation!

Wow, I definitely wasn't expecting a horror darts game! I love the visual and audio vibe, it remind me Inscryption vibes.

Gameplay-wise, we ended up with a pretty similar interpretation of the theme and mechanics, but unlike mine, yours is tough! The aiming is demanding and can be a bit hard to predict at times (maybe a skill issue 🥁).

Overall, the game is really well done. Huge congrats! :D

Really interesting mechanics, and the online leaderboard gives a genuine reason to push for a high score (even if the top ranks are way too high for my mediocre skills)!

A small downside: the hitboxes can be a bit frustrating at times, as arrows sometimes go right through a balloon without registering.

A few ideas to polish it even further:

  • Rebalance the large balloons, as they don't feel super rewarding given how few points they grant.
  • Allow firing multiple arrows at once to guarantee a hit.
  • Add a mechanic where you lose arrows if a balloon manages to reach the ceiling.

Overall, really cool project

Honestly, the game is super polished! The audio, visuals, and the hand smoothly following the reticle are all top-notch. Progression feels really smooth round after round, and unlocking a mode at the end is such a great touch. Truly everything is there: simple, effective, and well-executed.

I also love how you handle shot precision (comparing to mine) and how the difficulty ramps up with every shot you take.
Great job ! :D

Very creative mechanics and the game is pretty fun! The new elements added throughout the levels are nice and add a real challenge.

However, even with the tutorial, it feels a bit confusing. A more gradual introduction of the mechanics (cloth, glasswelder, broom) might have been clearer, along with using distinct colors for them. Overall, the spawning system feels a bit clunky and requires clicking all over, which makes the experience less smooth. Maybe allowing players to move the spawn cursor using Q and E would help!

Also, I'm not sure if it's a bug, but the scoring system isn't very clear either, I ended up with negative percentages and wasn't sure if I actually completed the level. A replay or next button right in the center of the screen at the end would be a great addition too!

Otherwise, the game is clean overall. Great job!

The game feels super polished overall! As mentioned in another comment, I couldn't find the fullscreen button. The mechanics are cool and fit the theme well, though with the merge mechanic resetting the timer every time, it becomes pretty hard to actually lose to it.

A small negative point on the merging itself: it felt a bit frustrating at times, as it was sometimes tricky to get elements to combine. Still, really impressive work overall!

The idea could be really cool if pushed a bit further, but a few things didn't quite work for me. The actions feel a bit too fast, which doesn't leave enough time to anticipate your next move and results in card spamming, which is actually how I won!

To fix this, I see two possibilities: either extend the card durations to give players time to think ahead, or treat time as a resource that cards consume, letting players take their time with decisions, though that changes the core concept a bit! Nice effort overall

Really nice game! The mechanics are cool and the levels are pretty well designed.

A small UX critique: drag and dropping tokens for the sequence and having the play button at the top left wasn't very intuitive, I actually thought it was a music option at first, haha! Also, it would be great if items stayed in place when you retry a level, rather than having to set everything up again after a failure.
Still, really fun game!