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Blizzardfan

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A member registered Jan 27, 2022 · View creator page →

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Cheers and thanks for catching that! I found the problem and fixed it. The web version is updated now.

Of course! My Chrome version is 157.0.8103.61 (Official Build) (arm64). Best of luck with the jam and the future development—I'm really looking forward to playing the full release when it comes out!

I'm running it on Chrome with macOS 26.6.2 (M4 Mac Mini), and I haven't tried the downloadable build yet. For the performance, I noticed the lag happens a bit whenever I'm facing a large field of flowers, while facing the sand feels much smoother.

For the UI, the overall quality of the game is already pushed to a really high standard, so the UI just felt a bit stiff in comparison. Not sure if it's intentional, but clicking buttons and opening/closing menus lack a bit of juice and snappy feedback. Also, in-game HUD elements like the Boost bar in the bottom-left feel a little rough and don't quite match the polish of the rest of the game—making the HUD layout a bit cleaner and more cohesive would really elevate it. Hope this helps! 

Beautiful art and awesome music. The mechanic is great—really satisfying to play.

Probably the only things that could be improved are the UI and some optimization. My game often froze for 2 to 3 seconds when passing through certain areas (playing the web build on an M4 Mac Mini). Other than that, it's perfect! Nice job!

Such a good game—honestly have nothing to complain about. Well done!

The art style is really clean, the transitions are smooth, and the music and sound effects are great. It's fun and addictive.

A few pieces of feedback: I was a bit confused about what the Miner actually does. I stacked a lot of them thinking they would boost my economy, but it didn't seem to work that way, so clearer onboarding or descriptions for each role would really help. Also, when I lost on level 4, I went back to the main menu to retry the level, realized there was no level select, and had to start all over from level 1, which was a bit frustrating.

Still, overall it's a very interesting and solid game. Good job!

Interesting game. It's pretty abstract with a really cool art style. I was actually drawn in by the lizard screenshots. Keep it up!

This is very cool, though it is so hard—even as someone who has been playing an instrument for 10 years, I felt like it took me a year to solve. Still, great music and aesthetic. The interactions could be a little smoother, though—like having the music box auto-stop when a piece is played, or making the interaction of the music box a bit clearer, nice work!

The mechanic where the shadow copies everything I do is pretty cool. I haven't seen a mechanic quite like that before. The character movement and interactions felt a bit rough around the edges and could be smoother, though. Still, it has an interesting story, well done.

I like the art style and color palette. Very cute little game!

Simple and fun, I love it. Shotguns are definitely way too OP, but man, they feel great to use. Well done!

This is an interesting game. My best run was 36 turns with a score of 32,815. It's a lot harder than I thought, and getting a good start feels quite luck-dependent. Overall, nice work!

Thank you so much for recording the playthrough! Watching it helped me spot a lot of things I can improve, and it was super interesting to see you come up with solutions I never even thought of while making and testing the game. Really appreciate it!

This is an interesting game, and I enjoyed the top-down gameplay a lot.

I have to admit that I didn't read the game description or text prompts at first, so having a built-in tutorial would have been a little more helpful. Without one, it took me a while to figure out that I could clear the level by sneaking up from behind, and I only discovered the bat transformation at the window by randomly clicking around.

Overall though, it's a nice game and I can really see the effort you put into it. Nice job!
 : )

Cheers! It’s a custom pipeline: the characters are animated 3D models, rendered in Three.js and baked into ASCII sprite frames. Brightness determines the shading characters, while edge detection picks characters like /, | and - to preserve the outlines. The rooms and furniture are built directly from characters, then a WebGL post-processing pass adds glow, scanlines and CRT screen curvature.
: )

This game is really impressive. It looks great, is very interesting to play, and the scope is much bigger than I expected—it's hard to believe this was made in a ~10-day jam.

The combat impact feels great, and the story guidance is the best I've seen across all the jams I've joined. It's very narrative-driven, and there wasn't a single moment where I had to stop and hesitate. The whole onboarding process, along with the UI and skill explanations, is right on point. It already feels like a very complete game in terms of the environments, sound effects, and controls.

I think the only small thing to improve is that the attack range is a bit too big, so I could just hold left-click and manage my distance without needing to aim my attacks. Also, when swinging at nothing, it sometimes still triggers the screen shake, which feels a little weird during combat.

Other than that, from the save system, settings, and overall level layout to the lighting, music, and story setup—everything is really well done. Congrats on making such an awesome work! 

The voice-over is very good lol. Not a fan of Greg though, he kept healing the skeletons  : <

Had a bug on the web build where mouse turning wouldn't work on load. I had to hit Esc, click Start, and tap P twice every session to play.

Also, nothing happened after I hit max level and donated all my candy. Since Greg had a health bar from the start, I was really looking forward to finally taking him out in a boss fight at the end.

Still, solid effort putting this together! Nice work!

Thank you for the kind words! Thrilled the ending made it worth it. Happy Halloween! 🎃

Thanks for playing and for the detailed steps! They led me straight to the bug: pausing during the escape after a body is found caused the game to freeze. It's fixed now, and I really appreciate it!
: )

Cheers! I made the difficulty curve harder in the new update. It's not so easy anymore! <3

Cheers! Just added autosave in the new update, so the game will remember you now.

The environment creates a strong sense of dread, which works well for the horror experience. I’d have liked to see more elements from other genres blended in to explore the jam’s theme further.

The controls feel good—movement and attacks are precise and stable, without feeling slippery. I also really like the overall color palette. The screen can feel a little busy, though, with a lot of visual information to take in at once, which sometimes feels overwhelming.

I liked the art style and visual presentation, and the voice acting and audio were crisp and clear. The difficulty felt a bit high for me—I couldn’t get past the second level despite several attempts. Overall, though, I enjoyed the game.

The monster designs work well for the horror atmosphere and gave me a few good scares. The tutorial could be clearer, though—more guidance at the start would help new players understand what to do. Nice work overall!

The art style is cute. However, the feedback when playing cards or using abilities could be clearer. I often couldn’t tell whether an ability had taken effect or dealt damage to an enemy. Clearer visual feedback would make it easier to understand what each action does.

Thank you for playing and for the kind words! We tracked down the freeze: it was a bug in a small animation that could lock the page, especially after picking up a relic. It's fixed now, so if you give it another try, it should run smoothly all the way through. Thanks again!

Cheers! Thanks for the feedback!

Cheers! Yes, you can only keep upgrading by killing people and collecting their souls. It seems I didn’t make that clear enough. Thanks for the feedback!

The art style immediately gave me Don’t Starve vibes. The moment the bird claw slammed down was really funny。 Sometimes they say “Void Update” and “Void FixedUpdate”—is that an Easter egg? They look really cute when they eat. Nice work!

Parasite != me hahahahaha.

After dying about 20 times, I finally understood how it works hahaha. You have to calculate or follow the sequence, and you can’t pick any 1s. My highest score was only 3, but it was still really fun. Some more guidance for new players would help, but I really like the clean interface and how responsive the buttons feel.

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The grainy look, terminal system, and CRT style are all great. I really like this kind of presentation. It would be even better if the story moved a little faster—I often finished reading a line and had to wait a long time for the next one. There also seems to be a small bug where the first letter I type often gets eaten. The game is still a bit too hardcore for me, and constantly switching between the map and terminal was a little difficult, but nice work!

I’d also really like to know how you created the camera view with the terminal effect. It looks great.

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For some reason, I couldn’t do anything after sitting down at the card table. I couldn’t play cards or look down at my hand—it seemed like the scene got stuck. I also tried interacting with the other NPCs before going to the table, but the same thing happened. I’ve attached a screenshot of where I got stuck. None of the controls worked.

It’s clear that a lot of effort went into the art. I really like the scene around the card table and the stylized grainy look. If possible, please let me know when it’s fixed or if there’s a workaround—I’m very interested in coming back to play it!

This is an excellent game. The art, interactions, and color palette are all really good! The only downside is that it’s too short—why does it end after just one level? I’d love to see more of the story in the future. Was the handwriting in the files actually drawn by hand, or is it a font? I really want to know. Nice work!

The composition of the cover reminded me of the lighting in The Exorcist, so I thought it would be a horror game. There are a lot of unexpected design ideas here. I like the computer and information system, but the stylized visuals sometimes make the text hard to read, especially the black text on the transparent green banking screen. The image also gets pretty noisy when the game isn’t in fullscreen. But the scene design and lighting kept me playing for an exceptionally long time. I only realized at the end that this was made by a team of eight. Nice work!

Made it through 34 doors, but by the end there was basically no time to react. The cover caught my attention and stood out from the others. The stylized art is really interesting—did you use some kind of filter, or is there way more to it? I’d really like to know. Nice work!

Finally, another game with a stylized CRT look. I love the art—you can tell from the cover that this game is something special. I didn’t fully understand what I was supposed to do, but the art and interactions kept me here for an exceptionally long time.