Done! Great work.
LekoTopaz
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A really fun game with interesting genre blend. The art and sound design are unique and rather polished. I had a great time until RNG hit me in the face. Sometimes you just don't get any damage card at all in rounds and lose every fight because of it. Heal cards are not energy efficient enough to be worth it. And a well timed corruption/double damage can end the run easily. I would love to play the gain again if some more balancing are done. Good stuff.
Wow this is something really innovative. Using window movement as control is a really cool concept and I don't think I've seen anything like this before. But as much as I like it, the control is really difficult to get a hand on. I can't really make some of the big jumps without the window sinking all the way below my task bar, and at that point I can't tell where the character is. I think all you need to do is do some tweaking in the acceleration numbers. Good work overall.

Look I made a new friend :D
Despite its simplicity the game is surprisingly fun. I didn't know I need a fast pace rocket jump fps. Launching yourself with explosion is just so satisfying. That said, there is a lot of polishing needs to be done to make the game stand out, notably level design. Currently you could skip most of the encounter by keep rocket-jumping of walls. Which is cool but kinda downplays the core concept of fps, which is, well, shooting things. But I believe this is a problem caused only by the jam's time constraint, and you would come up with more interesting levels and mechanics with enough time. Looking forward to see this game getting expanded. Good work.
This is a well-polished game and I'm surprised that you managed to include a full tutorial. That alone deserves big respect. The control and gameplay gave me a strange sense of familiarity but I can't quite point my finger to it. But they are still enjoyable and it was quite a fun experience nonetheless. I do like to point out some minor issue with the upgrades. Since you need to absorb projectiles to gain ammo for your drones, the fire rate upgrade feel like a trap since it does not improved the ammo-to-damage efficiency like the other two upgrades do. Some balancing might be needed. But overall very impressive. I have no complaints regarding the art and audio side. Great work.
It is really funny and I was not expecting a "make your own rule" type of game. The combinations are fun to experiment with and I like the idea of making getting achievement as the main goal for the game. I think the only suggestion I would give is to make the base control a little more smooth as the current one feels a little too restricted to me. Also maybe tune down the music volume a bit. Other than that I think the game is pretty neat.
Great concept with UI manipulation. Playing with both wasd platformer control and mouse movement is an interesting experiment. I can tell the levels are well thought but I believe due to oversight, most levels can be completed with just one barrel (by dragging the inventory UI while jumping). But other than that the game is fun and it fits the theme really well. I had a good time.
I've seen quite a few game with this idea but so far this is the one with the best execution. All the mechanics genuinely feel like programming oversight instead of designed mechanics framed as bugs. Full marks on sticking to the theme. I would love to see more levels with more "bugs" implemented this way. Great work.
I like the concept of a shoot'em up arena with exploit-like upgrades. In fact my own game shares some similarity in design ideals. My major concerns about the game are more about gameplay. Enemies can spawn on top of the player and I was caught off guard by it. I also ran into a bug (or was it intentional) that slowly killed me while no enemies were left on the screen. I think I would try again if these issues are solved. Good work.
It is quite the fun puzzle game even for me (I don't like puzzles games as a genre). I love that you can mess around stress-free without the constraints of time or step limits. The mechanic fits the theme perfectly and they're quite intuitive. I've had my light bulb moments when I read through some of the card descriptions. I can offer no suggestion beside maybe increasing the font size to make the text more readable. Great work and I'd like to see more.
I really like the concept and I hope to see this game to be expanded with more levels and mechanics. It got me hooked but ended too soon. A quality of life change I would recommend would be use keyboard keys (such as tab or enter) to activate the console instead of using mouse clicks. In that way the player doesn't have to repeat the cycle or click with mouse and type with both hands. I do find the "error as feature" theme not so prominent in the game. Sure we got a literal bug but the mechanics feel curated and not bug-like. But other than that I have no complaint. Let me know if you ever make more levels for this game so I can check them out.
Really interesting and unique mechanic and I don't think I've seen anything like this. The idea of manifesting balls to launch yourself and attack is just comically funny. The boss itself is kinda tough due to the absurd amount of health it has and me having skill issue. I do want to suggest that you make the mana regen and consumption more prominent and smooth, so the player can have an easier time manage their resource.
It might just be me being dumb but I can't find where to go or quite figure out the control. I was trying to follow the blue cubes but the paths seem to be blocked by red hazards. And I don't know how to do the wall-clipping despite the description mentioning it. I would recommend a little more hint of direction in the level design and I would definitely try again with a little more guidance.
I was flying there using the pause jump glitch. I can see what the game is trying to do but it seems that the "bug" feature isn't really required for completing the level. Since the theme is "turning errors into features", I would recommend puzzle elements in the level design to force the player utilize the pause glitch.
This is so unplayable! Awful even! You didn't even consider the possibility of some stupid player (like me) running out of all 9999 bullets! D:<

Jokes aside I do love this concept. I am a big fan of the game Dude, stop and this gives me a similar vibe to it. I did enjoy the two levels but I wish to see more content beyond that. I don't have much to suggest gameplay wise and the art style is consistent enough to feel appealing. For some reason A and W keys are broken for me idk if it is intentional. And I had to use arrows and press E with my pinky. Other than that it's a great game.
I don't think my feedback here will be 100% fair because I cannot figure out what to do after you enter the negative mode. I was trying to collect weapons and the letter but the game always drop the frame rate to an unplayable level after a short while and I'm out of ideas.
But from what I experienced so far, the atmosphere is incredible and I'm always a sucker for meta-games so the error message gave me chills in a good way. I've never played the original doom but I still love the aesthetics. I do think it would be a great "explore and figure out the story" type of game and be well received by many, but to me there is probably a too big of a lack of hints. Other than that no complaint. I'd totally play again if this game gets expanded to full.
I like this dynamic crafting mechanic and I think it has great potential. A little qol change that would probably do wonder is to integrate the crafting menu and inventory on a persistent UI on the screen so the player doesn't have to constantly tab in and out of it. I would say that even with the duplication glitch, enemies still take a tad too long to kill. Some balancing might be needed. But still, it's nicely done for a jam project in just 3 days.
I am a fan of Reigns so this slips right into my comfort zone. The idea of stack overflow as a twist is both thematically fitting and very funny. I would like to see more events that does something else than influencing the stats, and/or influences states dynamically based on what player has the most/least. I found that RNG is still too big of a factor since there are a few times the stat change I need just do not show up in the 7 day limit. I'd love to see you expand the game maybe make it even more chaotic.
I had a lot of fun messing with it and I got stock at the 3rd (or was it 4th) level because for the love of the gods I can't find the exit and I accidentally drowned xd. Don't really feel liking doing all the box pushing all over again. That said, this is probably one of the better execution on the theme, a "bug" turned feature. And the puzzles are in fact enjoyable. I would love to have checkpoints or other similar mechanics so that I don't have to repeat everything if I somehow slip and fell. Other than that I have no complaint. Good stuff.




