Good idea! Teleporting in this way is really fun. Sometimes I wished I knew where I was going, but that uncertainty also felt like part of the surprise. The character moves really fast—I think it might feel better if it were a bit slower. I also had a hard time pushing the crates. Overall, you did a great job!
TheVicvaporu
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I like puzzle games, and you have some really interesting rules here. The first two introductory puzzles are especially strong and do a great job of teaching the mechanics. After that, my experience was a bit mixed. Some of the later levels felt more like riddles than traditional puzzles, with many options to consider, and not being able to see everything on one screen sometimes made them harder to read. I think there’s a lot of potential in the idea, and with a bit more clarity in the puzzle design, it could really shine.
The audio design is great. I don’t usually play this type of game, but I really appreciated that you didn’t add a screamer. The experience felt more psychological than shocking. I understood the game from the start, and I only found it funny that when I entered the dark void I said “no” and went back—but the door was closed, and because of a physics issue I managed to pass through it anyway. After that, I just stayed in the light for the rest of the game lol.
I had never played this type of game before, and it was fun and encouraging. I think I only lost because I got unlucky and didn’t find a healing item. The game loop is really engaging—I can easily imagine traveling across different areas on a larger map and defeating enemies along the way. Overall, it was a fun experience.
This game scared me—I don’t think I was supposed to play it in the dark. You can really feel the atmosphere of being inside a cave. My main issue is that the game talks to you all the time; I felt completely guided and couldn’t really discover the game on my own. I just wanted to get out of the cave as quickly as possible—why stay for the money? (Also really nice audio)
I managed to complete the game by rushing through the levels.
I think there’s a shooting mechanic, but I didn’t fully understand how it worked.
It took me a while to figure out what I was supposed to do.
The idea of being inside a computer fits the jam theme well, but the start feels a bit hard to grasp.
Thanks for the game!
You’re totally right — it definitely needs some polish. At the beginning it was going to be a more traditional puzzle platformer, so I polished the game around that idea first. Later, I decided to try a VVVVVV-style concept, which ended up feeling more natural to work with.
Unfortunately, I was running out of time and needed to focus on establishing the player movement before making the final levels. So yeah, the character still needs more work.
You have a really nice movement system — it feels a bit like Mirror’s Edge mixed with Doom, and it feels great to move around. Being able to climb or grab edges would really help maintain momentum. The core mechanics work well.
In terms of level design, there are walls to jump off, but it’s not always clear how everything is meant to be used or what the intended flow is. The octopus enemies could maybe be slowed down a bit, or reduced to just one or two at a time. I found myself constantly looking behind me, which forced me to disconnect a bit from the movement.
That said, the game is fun overall, and you all did a great job.
Building the strange place is absolutely a great approach to the theme, and collecting coins to build it is an excellent idea. The only conflict I had was with the enemies. Some of them can attack both from far away and at close range, and they rarely miss, which can feel a bit overwhelming. Combat feels like the weaker point right now, but it definitely seems possible to improve it and make the game feel even better. Good job!
The fox character looks cute and has a lot of charm. The environment is interesting, but it doesn’t feel very organic — it feels more like a place where random items appear. The crafting system seems complex, and at the beginning I wasn’t sure what I should be building first, which made me feel a bit overwhelmed.
It might help to introduce the system more gradually and show the ship that needs to be repaired right from the start, so the player has a clear goal. At the beginning you just appear in the world surrounded by items, and a small initial guide could make the experience feel more welcoming.
I saved my waifu from death itself — I at least deserve a dinner. I didn’t expect a game here to have such an interesting boss battle. It took me some time to understand that money builds the bridge.Overall, the game feel was great. The only enemy I really hated was the green one — it just hides like a coward.
At the beginning, I didn’t really like the three-hit combo because it forces you to stay very close to enemies. However, once I got the weapon size upgrade, I felt really powerful — almost invincible. Overall, the game was going well, but around minute two the frame rate dropped really hard and I ended up getting killed. It might just be too much for my PC.
At the beginning, I really felt a sense of mystery. Finding the dead body in the kitchen was scary, and I got startled when someone suddenly started talking. Then I noticed what looked like a puzzle on the fridge and tried to brute-force it. After that, I put the ingredients in the bowl, but I probably did something wrong. Overall, the mood is definitely there — I just had a hard time figuring out how to progress




