Thanks for giving it a try, even though it didn’t run properly! Seems like the web build didn’t play nice with your device…
CMSaiko
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I liked the concept! But yeah, I felt the puzzle was a bit too strict. There were other answers that seemed valid but didn’t work, which made it a little frustrating. The art and music were nice tough and the theme is also checked. Would’ve been fun to see a bit more content or a few more puzzles but I read here that this was a last-minute game, so yeah :)
It's a bummer that it couldn't load on your computer. I used multiple test machines and it was running out of the box. Did you check the guide and nothing worked? The loading issue isn't in my hands, but in the framework I 'm using to run the LLM locally on your system. This obviously causes some problems if your system is old or hasn't been updated properly. If you'd like, you can check for any errors while loading the game via: right click (somewhere on the website, not the game window) -> inspect -> console ; and post it here :)
Ah yeah, I also first thought about making an "I'm on Observation Duty"-like game. The gameplay is simple and nice, as well as the art and sound! The theme was also integrated. The only kind of misleading part was the "click" at the anomalies tutorial, even though you had to hold the left mouse button. Overall, a great job for only 4 days, especially with the modeling!
Would've been funny if it was a git ghost 💀Nice seeing you at this jam again! I really liked the gameplay; it was fun and simple. As I said on your previous games, I like your 2D sprites in a 3D environment. Sounds and theme are also checked (even though the rain sound doesn't loop smoothly). My only complaint would be the atmosphere. Now, this is going to be my personal taste, but I think there could've been done more with lights and shadows (I didn't even notice it was night until I replayed it again just now). Keep up the good work!
I don't know if this is a problem on my side, but the movement felt completely off? Like I was to the down right, then only down, but my character continued to walk down right. Could be a bug, could be a problem with me. So since I've made a bunch of top-down shooters in the past, I think I can give some solid feedback. Firstly, a better visual indication for shooting and the player being hit would be nice. For example, camera shake when shooting or the hearts at the top left playing a little animation when being hit. These little things add a lot! The art style was really nice, and so was the level design! Great job tough overall :)
I really like seeing 2d sprites in 3d environments! I really missed sound effects and it took a long time to figure out what to do (maybe adding something like a short dialogue text at the start saying what to do would fix this). But after that, it became a fun little management game! Great job overall with the game!
First, I have to say that I don't like Minesweeper, lol, but the game was really polished, which made up for that. The tutorial at the start is very much needed because it was a bit hard to figure it out, but after you've got it, it's pretty fun. The art style and sounds also fit perfectly. The theme was also fully implemented. Good job overall :)
Cute game overall. I think the game has some potential for improvement, like automatically dropping the trash when you are near the trash can. I think the lamp colliders also felt a bit off, but this could be me. But now to the good part: the art style is very cute, and the sound effects/music fit the vibe/artstyle, and generally the theme was fully implemented, so good job!
That was definitely a unique experience! I liked the variety of paths you can take and the dialogue then changing!
The art fit the atmosphere, and the font was well-chosen.
Now comes the biggest critic: the sound! Man, if there was sound, it would be so much more horrifying ! (did feel a bit "empty"? without it)
The theme is also checked; nicely done!
Great concept and solid game overall :)
Thanks for playing!
I will post an answer for the theme here:
My aim was to explore the "Everything is a Resource" theme beyond typical pickups. While health is key, its direct link to your music instruments was central. Losing health means losing music, which isn't just an aesthetic -> it's a resource directly impacting your damage output, the bloom effect's intensity, and even the effectiveness of your upgrades. It’s like a chain reaction of “resources”.
Nice to see you here again too :)
Thanks for the feedback and your point is fair!
My aim was to explore the "Everything is a Resource" theme beyond typical pickups. While health is key, its direct link to your music instruments was central. Losing health means losing music, which isn't just an aesthetic -> it's a resource directly impacting your damage output, the bloom effect's intensity, and even the effectiveness of your upgrades. It’s like a chain reaction of “resources”.
I would’ve loved to go deeper, but I started very late :D
Oh, and for the theme: The theme would be a bit clearer if the game was bigger.
For example, you could have an upgrade that boosts your damage when you are low but risks another upgrade not working (because certain instruments fade out).
Additionally, you could use your faster shooting on your right mouse button to gain a momentary advantage, but it could also affect your upgrades ( and music, visuals, and small things like bullet speed, which can also change based on how many instruments are playing).
Visuals are also just a small detail. If you notice, at smaller percentage levels, some post-processing effects are reduced. Also, at higher health, you can see the bloom also being in sync with the beat, which results in pulsating (you can notice it on the UI).
As you said, more explanation would have been great. Again, thanks for the feedback!
Thank you for the feedback!
For the upgrades part: there are 3 “unique” upgrades (would like more) and several small upgrades, such as if your low health, you do more damage (changes your bullet color too btw), health, max health, etc.
As for the enemies, the further you progress in the waves, the more enemy types are introduced. There's a bounce enemy, an enemy that splits into 2 other enemies when dead, and 2 types of bosses. But yeah, 1 or 2 more types would have been cool, although balancing would have been difficult with the first waves.
On the visual part: I agree, some direction would have been better :)
For theme: 2 of those upgrades are tied to and affected by the music. Every time you lose a certain percentage of your health, an instrument will fade out of the current music. For example, if you take damage and the bass fades out, 1 of the upgrades will no longer work, encouraging the player to heal and play more aggressively. Also, you can shoot with the right mouse button instead of the left, which also depletes health (and thus fades out the music instruments, which in turn makes the unique upgrades less effective).
Again, thanks for playing!
Thanks for the feedback!
For the upgrades part -> there are more upgrades than only the hands, health, and damage. There is an upgrade that charges up based on how long you can hold the bass in the music, and then you can press "e" to release a big explosion. Additionally, also a shield that makes damages to enemies based on the current volume of the music. There are some more "small" upgrades. Also, you can have a total of 3 hands that will fight for you. I would've loved to implement more, but upgrades cost a lot of time :/
For the auto attack and boss part -> I totally agree with you, and I had it on my list, but I was too late to implement it.
Great platforming! Jumping felt smooth and responsive, and the interaction with the environment added a lot to the gameplay.
The visuals were fantastic - probably the best I've seen in this jam. Really polished!
The sound design was very well done and complemented the gameplay perfectly.
The theme is also checked!
-> A well made entry - good work all round!
A cute and fun platformer! The jumping could be a bit cleaner, but the tile grabbing mechanic was a nice and fun feature - small tipp since youre using unity: The character doesnt look smooth when moving (looks like lag). For this you should look into Rigidbody Interpolation :)
The art style was solid and clear.
The sound design was present and worked well, even if it didn't leave a strong impression.
The theme was well implemented and fit well with the core mechanics.
-> A charming and fun game - great job!







