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yuki 🌨️

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A member registered Mar 15, 2026 · View creator page →

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art is so cute!!! caterpillar dialogue is really funny, some things took me a while to figure out but i did it eventually! it definitely gets chaotic but just the right amount for it to still be fun. also reading the butterfly facts was fun too!

i honestly cant think of any criticisms i have for this game, great job!!!

i can super see the addictiveness here from the balatro influence too and i am super addicted to balatro. especially for the jam the amount of replayability here is really great, i really liked this! i did feel like it lacked a “jokers” part to the UI though, like your current active cards and such. also the randomness factor can be really frustrating since there are so few possible attempts, in fact i got a one 3 times in a row in two different runs and that felt reeeally bad since i had no chance

actually realy fun game! im already a big fan of turn based rpgs but this one keeps you on your toes to defend with good timing and attack carefully which is awesome. art is really great too, especially the animations, felt super satisfying! just noticed there were a few mixels with the implementation but idk if thats fixable in godot

thoughts i had are that maybe after defend, making each button in WASD be the directional defense would be great! also i missed having tooltips for each ability and spell, and i couldn’t fully understand some things like the down arrow with the attack symbol next to it indicated to me that it was a weakness, but it turned out to be the opposite: the enemy now blocks that specific attack. also felt super unforgiving with the time and i had to really make up more moments to attack between the enemies attacks to be able to win so that was pretty tough

omg these are all so cute!!!!! thank you for showcasing everyone’s art!

omg thank you so much!!! i’ll definitely make a full version, will post updates about it on twitter and youtube!

thank you so much!!!!

thank you so much!!!

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THANK YOU SO MUCH FOR THIS!!!! it’s so cute and i will cherish it forever!!! it made me INCREDIBLY happy! also in the full version if thats okay i want to add a cameo of your game!

thank you so much for the kind words!!!! i hadn’t verified other resolutions than 16:9 to be honest, oops! thats my bad! ill definitely fix in for post jam, thank you for letting me know!

thank you!!! definitely have to be very careful when introducing extra stuff without explaining, im glad to hear it worked!

thank you so much!!! my favorite part was linking the countdown idea to the white rabbit from alice hahaha im glad you enjoyed it!

i dont know why, but i couldnt get this to play smooth on my computer, there was a lot of freezing with that bzzzzt that happens when the last sound you heard repeats itself after a freeze, kind of creepypasta-y, i tried multiple browsers too but nothing worked :(

this reminds me a lot of danganronpa minigames and a bit of fruit ninja with the word cutting. the game seems super well polished and the audio and visuals work super well together. i like the fun surfer vibes too (thats the best way i can describe it haha)

the little i did play of it, it felt a bit too overstimulating to me, but it might just be the mood that im in right now doenst particularly fit the game. theres always stuff flying around and having to look frenetically for the letters to fit the word, when suddenly a bomb shows up and ruins everything! i also had a lot of trouble having the full words show up for me too, like i would always get a letter and hold on to it, and maybe get the second letter flying around as well, but the third would never come in time… maybe i was really unlucky

unfortunately it wasnt for me, but i can see all the effort put into this and my experience being somewhat negative does not detract from it, you guys deserve the praise!

this game has a GREAT artstyle, executed super well, the visuals and audio complement each other really well! honestly the gameplay is such a genius take on the countdown theming with an oldschool gunslinger duel, but even besides that you guys managed to make it into a really fun game with creative bosses and great dialogue.

i think the game does kind of favor spam more than being patient (i managed to be way more successful by spamming), so i think id balance that out to favor spamming less as i think thats the indended experience. the shoot timer is definitely very very fast and is a big reason why being patient can be bad, because its hard to dodge in time

personally speaking though i had a blast! this is honestly one of the best games in the jam ive played so far, great job!!!

heyy rabbit game buddies! thank you so much!!!

fair points! undo button is being considered for sure and ill definitely make a better indicator for the guards movements

thank you so much for playing!!

really fun take on the guitar hero/ddr style game with the jam’s theme in mind, im honestly really happy to see the genre here! both songs are really fun to play. honestly i’d love to see this take with 2-player, i think itd be fun messing with each other! also really liked the art for the characters, they have a lot of personality

this game honestly feels like it just needed a bit more time in the oven (as do all games in this jam), especially for extra visual flair, i felt like it really needed sastisfying vfx & sfx for getting notes right, and extra visuals for missing and losing the combo. this was mentioned when we talked on stream too but different charts wouldve been nice, as they’d feel much more forgiving for players not as accustomed to the genre and thus more fun too (hitting notes is fun)

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that’s good to know, its very difficult to strike up a good balance of making a difficult puzzle without turning it into a frustrating one haha

thank you so much for the kind words!!!

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i had to stop at the mayor, sorry :( i got stuck and i couldnt figure out what i was doing wrong… that’s not to say i dislike this game, i genuinely got stuck for like 30 minutes and i have so many games to play i figured itd be best to go to the next and maybe come back later!

that said this is a really interesting and different puzzle game from the other kinds, its fun stacking up gears together and making a path to the core, and the narrative really helps too! its exciting to get new clients and see what they’re about, it gives the game a nice bit of extra depth. i’m a big fan of when games are diegetic and there’s an extra reason for doing what we are doing. dialogue mid-level was a nice surprise, too! i haven’t even mentioned the art and the music which are both FANTASTIC, but the other commenters beat me to it!

criticism… i think the tutorial being outside of the game is a little rough. i do like how you introduced mechanics slowly. i kept coming back to the tutorial to check what the new mechanic did this time. but i think it couldve been done in a way thats a bit more natural, like explaining during the level. having the tutorial image be a “cheatsheet” button in-game could be nice, too! also, some of the puzzles were a little tough to figure out what exactly you needed to do. the other one i got stuck in was the couples one with the person on love, but eventually i found out that for some reason my previous attempts didn’t count, so when i redid it and pressed the button it suddenly worked. it mightve been a glitch? speaking of bugs, i somehow managed to put a piece outside of the screen! its not an issue though because we can restart the level no problem if that happens!

TL;DR an improved tutorial in-game and clearer goals would do this game wonders!

by the way, how’d you manage to do the custom fullscreen button?? that’s so cool, i didn’t know you could do that!

this game has a lot of potential, it’s a shame it’s so short! i really like the art but the battle system shows a lot of promise too, i can’t choose what i liked most between the two…

the tutorial is a bit hard to understand honestly, speaking as someone with ADHD traces (im not diagnosed), i had a lot of trouble reading and fully understanding because there was a lot of text, but when i got into the action it honestly flowed much better than i expected. i particularly like that you can dodge the monster’s moves in a turn based manner with good planning! the enemy had a LOT of health, i think if you had like 3 battles with lower health bars instead of the one with a long health bar it might have worked better

all in all, this is an incredibly creative use of the theme alongside rpg combat (which i love), so this was really great! with more polish, flair and time in the oven this can blossom into something really beautiful

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this is a fun take on russian roulette, with a bomb and card game mechanics! its kind of like deadly uno

i dont really have any criticism, maybe a nitpick is that card animations could be a bit faster to be snappier? but im really stretching it here… i also dont know much about card game design to be honest

great game!!!

very creative use of the theme, the art is really nice, and the audio is very nerve wracking in a good way! feedback-wise id say movement feels a bit clunky because turning is really hard when you already have momentum, and hitting obstacles slows you down by a lot, also dying later in the level can be a bit frustrating since you have to re-do so much

all of that said, this is a great entry, great job!

great job, nice to see an html5 game on here! i particularly liked the stick to the ceiling mechanic as others have mentioned, definitely the highlight for me! like others have mentioned a visible timer for the moving platforms would be nice, i’d also make them move more linearly and slow enough that you can jump on top of them more consistently, and also might be better to update the deceleration to be a bit faster to make platforming even snappier

fun game and creative idea, i felt like the timer could’ve been a bit more forgiving in the later levels and i think if the camera was more zoomed out it would make the core gameplay even better, as it’d let you aim ahead! i also think the hook hitbox could’ve been more forgiving, as it’s especially hard to aim while you’re swinging around

all that said, great job!!!

thank you for the kind words!!!

thank you so much!!!

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thank you so much!!! i’m definitely considering adding an undo button in the next version!

thank you for the kind words!!!

thank you!!!

this was really good! very anxiety inducing especially with the sound effect that plays at 10 seconds left, and i also panicked when it told me to find the exit at the end haha but i really liked it! highlights for me are the art and the intro cutscene, very lovely! i was really surprised at how good the intro cutscene was!

movement feels really good, i felt like interacting wasn’t 100% consistent for some reason like sometimes the e button wouldn’t work, and the fact that the interaction popup stays even after you’re done interacting can be a little confusing

aside from that, with some extra visual flair to interactions and pickups and improved UI visuals would make this experience even better!

all in all great entry!!!

very fun little game!!! i was hoping it would be longer, but for the short amount of time that it is, it’s really well designed and quite pleasant! only nitpick i would have is that items could stand out a bit more from the background, maybe by having a glowy light, i’m not sure, but its a REALLY small nitpick. great job on this one!

oh wow i didn’t notice that happened, i’ll keep that in mind as a fix later, thank you!

thank you so much for playing!!! youre right about that, the background gets in the way of visually knowing where holes are… also that level you mentioned has a hole between you and the clock and the intention was that you needed a carrot to get through, but those holes are bugged right now and are not killing you unfortunately

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this is AMAZING, so lovely!!! it has this unique aesthetic and vibe to it that i absolutely love, it feels like a long-gone fairy tale, a fickle daydream, soft and fragile, distant yet reachable, i can’t explain it! i would LOVE to see a full game of this, the dialogue showed a lot of promise too and i would love to see where this could go. i would love to experience a full world of this in general!

gameplay-wise its simple but fun! movement feels great and animation too, game feel is almost perfect! i only have one nitpick with game feel which is the debris minigame, i wasn’t a big fan of having to shake your mouse especially because of how often it happens, its a little tiring physically! also i found that sometimes if you wanted to attack an enemy but were close to an interactable gear or object you would enter the minigame, that was especially an issue during the boss fight, but it wasn’t overly hard that it really frustrated me at all

anyway! since fanart was drawn of my game, i decided to contribute with fanart of hickory too! i’m not great at this kind of illustration but i did my best! i hope you like it!

im really sad i wasnt able to try the multiplayer, i think if there was a way to make it more open-ended for the gamejam (and thus able to get people you don’t know to play with you) and especially if it worked in the web version you could get a lot more ratings

but this is a really cool concept, and the tutorial level itself already showed the game’s promise. its really impressive you managed to get multiplayer working in only 4 days, too! i hope you dont give up!

exactly!!! room 7 removing the countdown display felt like such a genius move because it solved that exact problem, and it made the previous levels feel more like a tutorial, which was perfect!

ohh yeah that makes sense, you’re right! the only trouble i can think of is that it can be slightly cheese-able by killing everything first, leaving one enemy alive then waiting the countdown before finishing them off if you set it too high, but if that happens it also communicates to the player that they could’ve just done a shorter time instead, so everything checks out!

again, amazing job on this one, i hope i wasn’t too harsh, just hoped to be helpful!

thank you so much!!!

ohh thats weird, i was wondering if maybe the bug had to do with what browser was used or maybe resolution even… still, glad it worked!

thank you so much!!!

good points all around, thinking more about it unlocking after a few tries seems like a great compromise as my original intent is kept but it reduces frustration in misclicks and such

ill definitely think about it further but im leaning towards that now! again, thank you for the feedback

thank you so much!!!!

yeah the hole issue is very frustrating :( there were some holes in the last level yes but i think the background made them a little hard to see so i dont blame you!