Parcel Blaster 2099 by graebor 2023-05-03T01:44:57Z
This one was fun. Got a high score of 70. Gets really challenging to just stay alive after a while, let alone hit a mailbox. Graphics, sound, and design were all really polished. Nice work!
Foon → Ludum Dare Explorer → Users → Cody Raethke
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | š„ | HORIZON'S CALL | jam | 358 | 3.65 | 3.29 | 3.37 | 4.05 | 4.06 | 3.84 | 3.93 | |
| 2025 | 58 | Collector | š„ | HATSTACK | jam | 207 | 3.76 | 3.86 | 3.64 | 4.13 | 3.89 | 3.66 | 4.13 | 3.85 |
| 2025 | 57 | Depths | š„ | KILLWARE | jam | 328 | 3.69 | 3.46 | 3.17 | 2.72 | 4.10 | 3.69 | 2.50 | 3.60 |
| 2024 | 56 | Tiny Creatures | š„ | SHIPWHACKED | jam | 606 | 3.48 | 3.48 | 3.51 | 3.58 | 3.91 | 3.00 | 3.18 | 3.61 |
| 2024 | 55 | Summoning | š„ | SKELEMANCER | jam | 784 | 3.40 | 3.47 | 3.26 | 4.23 | 3.57 | 3.74 | 2.80 | 3.43 |
| 2023 | 54 | Limited Space | š„ | RIDE OF THE LIVING DEAD! | jam | 629 | 3.51 | 3.24 | 3.43 | 3.88 | 4.01 | 3.46 | 2.50 | 3.87 |
| 2023 | 53 | Delivery | š„ | COLD CHEDDAR | jam | 763 | 3.41 | 3.38 | 3.08 | 4.17 | 4.05 | 3.85 | 2.95 | 3.27 |
This one was fun. Got a high score of 70. Gets really challenging to just stay alive after a while, let alone hit a mailbox. Graphics, sound, and design were all really polished. Nice work!
Really fun. I would have kept playing. Add a few more levels (maybe more challenging ones, I found them pretty easy) and some nice background music and it would be perfect
This is great - feels like an old Atari game. I'm really curious how you were to make it feel so 3D and yet also completely 2D. I think there may be an issue with scaling/aspect resolution, there were black bars at the top and bottom that mostly covered the score. Also, the steering wheel felt a bit out of place, with a higher resolution and some white pixels along the edge. Otherwise, the graphics were really nice and cohesive.
This was a lot of fun. The overall idea was fairly simple, but everything felt well-executed. I liked throwing the packages through the door/window and driving around. The timer felt a little unforgiving, I would enjoy being able to make a big pile of packages for each "neighborhood" and then go and make a delivery. The menu is really fun to watch too :P
The gameplay was really interesting - driving around and switching between driving and walking/chopping was fun. I would have enjoyed it more if I didn't feel so rushed by the clock.
You had a lot of similar game elements to our game - great minds think alike :D I had a hard time discerning the different types of pizzas, but otherwise it was pretty fun. I think if you made the movement a little more smooth - maybe add a bit of acceleration/deceleration, and give priority to the most recently pressed key - it would feel a lot more fluid. I liked the music and the water design, although some of the sprites could benefit from a bit more clarity.
Fun little game. I liked being able to yeet the packages at people. The pixel art is really nice. The level design was a little bit frustrating - I kept falling in the middle area on the bottom thinking I could get out that way.
The 3D models and textures look really nice - were these all made for the jam? Some fog or more darkness would have really set the mood. The mouse sensitivity was way too high - would be nice if it were customizable. I wasn't a huge fan of the controls (having to drop the package to do anything else, the right click menu). My package got stuck on the ladder when I placed it, so I wandered around aimlessly for a while. The "boo"s got me xD. I couldn't figure out how to get past the gate with the code.
The driving/drifting feels really fun, especially with the trailer attached. The graphics and music are all well-polished and fit well together. I wasn't able to finish it after 5 or 6 tries - after picking up the 3rd trailer the enemies kept pile-driving me into the wall. I would probably add a bit more health on the player, and reduce the collision damage from the enemy cars - although the difficulty probably kept me playing longer than if I'd finished it on the first try
The sprites are really nice and consistent - I like the parallax background as well. Similar to others, I struggled with the controls on PC (keyboard controls would have been much better). It also took me way too long to figure out that you have to slow down for the people - I should have read the instructions more closely xD
I really liked the music and sound effects - really set the mood. Could have used a bit more gameplay. The ghosts following you around was a nice touch
Really well-polished game. I liked how original the gameplay was. Took me a while to get the hang of it, but was pretty fun despite being fairly simple. My favorite part was the giant flood of letters at the end :P
I really liked the art style - really creative use of pallet and shapes. The music was nice, if a bit repetitive. I found the story a bit long and unnecessary - it would be nice to be able to skip it. The game crashed for me at the end of the second level.
Agree with ski11az on the difficulty curve being a bit too steep - I got stuck on day 2. I wasn't sure how to power the cooling mechanism (does it need to be attached to the yellow lines?). Otherwise, seems fairly well executed, and a cool idea overall. As far as graphics, the board itself looked nice, but out of place next to the hand-drawn tools and realistic background/papers (not to mention the cutscenes :P )
Wasn't sure what to expect based on the screenshots, but this ended up being my favorite game so far. I was able to beat all 4 levels with a variety of cart designs. Really creative and fun game.
This is a really nice looking game. I was pretty disappointed to not be able to jump or climb walls, despite being a squirrel :P The gameplay itself wasn't particularly original, but I'll give it a pass since it's a jam game. I could definitely see this visual style working on a game with a bit more content.
I tried a few times but couldn't ever get an egg to hatch. The restart button didn't work so I had to quit and open the game again. The game looks pretty good, seems like it would have been fun if I could figure it out.
Not much to it, but still a decent amount of fun. The controls were pretty rigid feeling, so it took me several tries, but I ended up getting all the orbs in about 30 seconds. The graphics weren't very cohesive - are they original or from asset packs?
This was a nice little game. The first few levels were fun as the difficulty gradually increased, but I got bored of the "2 squares" and gave up around level 70. Really polished, and I'd play more if you could find a way to keep the levels feeling fresh. Maybe throw in some obstacles to dodge, or some blocked paths?
This was awesome. I appreciated that it was multiplayer (which worked really well, btw). The graphics, UI, effects, and music were all really nice. Not to mention the gameplay was really fun, despite the limited move set. 5/5.
This was pretty unique. My one complaint was the movement felt pretty clunky; otherwise, I felt like it was pretty well-balanced, and I liked the graphics, although some of the sprites felt a little out of place.
This was a pretty cool little horror game. Felt a lot like the OG slender man. I was just starting to get tired of opening doors when I ran into
The graphics, background music, sound effects, and lighting all set the mood perfectly. Nice work!
nit: like some other commenters, the mouse sensitivity was way too high for me.
Interesting idea haha. This could have been pretty fun, but I found the controls pretty confusing; I think moving the tank left and right also moved the falling blocks left and right, but it was inconsistent and I'm not completely sure I was doing it right. I also got stuck in the blocks several times and the game kept crashing before I got very far.
This was pretty fun. The models, lighting, and other graphics effects all came together really well, and the level design was great. The music also helped set the mood. It was a little weird having to use a controller to play the game but also having to use a mouse for the menus.
I liked this one! The retro graphics were cool, although I found it hard to tell what I was clicking on. I ran into a few minor issues; the click boxes on some of the objects seemed to be misplaced and I had to guess where to click, and some of the levels wouldn't register when I thought I had won (the second truck one, and the "sort" one - although that one I wasn't sure what I was supposed to be doing). The music also got pretty repetitive after a while, although I appreciated the variety. Otherwise, I thought it was pretty fun.
This was interesting... I never really figured out how to do anything except make the villagers fall off the edge, but it was fun playing "god".
Ran into several bugs with the menus. Also found it really hard to tell which parts matched what the customer asked for. Couldn't get a single one right after several tries. But the game looked really nice, and the sound effects were entertaining.
The sound and music were absolutely terrible, and I was very disappointed that the volume slider didn't affect the sound effects xD. I did have a lot of fun playing it though - cool idea, and well executed.
I really liked this one. Felt like it could be released as an arcade game in current state and compete with a lot of what's out there. The graphics and music fit perfectly, and the gameplay was fun and stayed interesting as the levels went on.
Interesting concept! I liked the idea of swapping out mechanics, but I think you could have made more out of it by building the level in such a way that required certain combinations to beat a puzzle. I just turned off rotation to enable the shooting and was able to get pretty far with that.
It was really tough for me to tell where I was, and the very flat walls (and invisible walls) didn't do a great job of conveying that I was inside a body. I think a more organically-shaped level would have helped with that.
"Just tetris" - you weren't kidding! xD
The game worked just fine, and looked pretty nice with the off-the-shelf assets. Other than that, I'd have liked to see a bit more originality (some additional effect related to the theme, perhaps?)
The graphics were nice, and looked pretty cohesive. The game itself was a bit boring though - would have made the characters say different things when pairing them with different items at least. The music was nice at first but got repetitive after a while - it would have been nice to have some other sound effects as well.
This was pretty cool! It took me a bit to figure out the system. I was able to get one "rocket factory" built but couldn't get off that island - maybe that's all you're supposed to be able to get? The graphics were simple but cohesive. Some nice background music and sound effects would have tied the whole game together. Creative idea, and well-executed.
Nice aesthetic, seems like this could be a pretty chill game. I'd prefer to be able to move the camera around, or at least design the level to be more like a 2D platformer. Otherwise not much to comment on, as it's not very far along, but would be interesting to see where this goes.
> Did you find the camera angle made it difficult to navigate / plan where you wanted to go?
@lovewerk yeah that was exactly it - not knowing how much level there was behind/to the left and right make me spend a lot of time walking in random directions only to realize there was nothing over there. Which could be a feature if you were to hide some interesting easter eggs, but you could also block off some of the nothingness in those directions to make it clear there's no reason to go there
Nice first attempt! A lot of things to polish, but was still pretty fun. I'm sure you had a list of things to finish, but the biggest things missing for me were some indicator of my health, and maybe some improvements to the enemy AI. I did really like the level design - reminded me of Among Us.
It took me a bit to figure out how to move the main character and how to perform "research", but once I figured it out it was pretty fun. The enemy model/animation was pretty cool, very organic-looking, which is hard to accomplish. Overall, a really nice entry.
This was pretty cool. I liked the overall graphics, and expecially the dog sprite and animations. The sound effects were nice too. I couldn't beat the 3rd (?) level, I kept pushing the boxes in places where I was one pixel away from getting them out. It would be nice if the dog collider was slightly smaller to be a bit more forgiving. The controls also felt a big clunky at times; I felt like I should be able to stretch and bark at the same time, or stretch and end up on the other end.
I enjoyed the car physics. Was looking forward to the theme being woven in somehow, but it was really just parking.
This was one of the funnest ones I've played. It was probably a little too easy for all the upgrades, but that didn't matter, because speed. I would give bonus points if the level was procedurally generated.
Very simple game, nothing too exciting, but I didn't run into any bugs. The graphics were pleasant but the sprites didn't match the background very well, and everything felt pretty flat with no depth effects. The music and "quack" effect were nice.
This was pretty basic - I couldn't really figure out the movement, sometimes it seemed to accelerate in a random direction and other times not at all.
I liked the art quite a bit. The number of different factions, unit types, and abilities was impressive. I appreciated the "unstuck" button in lieu of actually fixing the navigation bug. There were a couple things I would have changed: * The menu music was pretty annoying and didn't really fit the game * The UI was too close to the edge of the screen, and I kept moving the camera when trying to click on something * It took a bit to take in all the information on the screen, with the different building types, unit types per building, and strengths and weaknesses
Interesting idea, I didn't have much fun with the gameplay though... not sure if my mouse sensitivity was too low or something, but it was really tedious trying to pick things up. The fixed camera angle was also pretty limiting.
The graphics were really interesting and well done. I should have started with the drum pattern first, it was hard to focus on the pattern with everyone else playing. The music got pretty repetitive after a while.
@watcher Yes, the web version has some issues we didn't run into when testing locally that we haven't had a chance to dig into. For now I'd recommend downloading the desktop version to get the full experience.
Published an updated version with fixes for the following: * Fixed random crashes on nvidia hardware * Fixed lag spike on first unit spawn * Fixed shields not blocking arrows when the units are standing next to each other * Fixed player team health multiplier, which should help with balance * Fixed enemy spawning on the second attempt * Fixed arrows not sticking * Fixed sword not moving with skeleton attack animation * Fixed melee enemies not able to attack catapults
If you had issues the first time around, please give it another shot!
There are still a few performance issues with the web version, so I'd recommend checking out the desktop version if you run into any issues.
Nice entry! The visuals were nice and consistent, very pleasant. The gameplay was fun and engaging, just the right amount of scope for a game jam. The tutorial page was a little confusing, but I figured it out pretty quickly.
The art looks great - one of the best looking jam games I've seen so far. The gameplay left quite a bit to be desired. It was really difficult to move around, I kept getting hung up on colliders and invisible walls. For a 2d top-down game like this, I'd recommend making the colliders separate from the sprites so that you can only collide with the bottom part, and find a way to make the player slide past collisions rather than sticking.
In the battle screen, I wasn't able to find any combinations of warriors and elements that allowed me to defeat even a single enemy; does it matter what the enemies are?
I also ran into the bug where you can keep clicking the "next summoner" button.
The file seems to have been deleted
I wasn't really sure what I was doing here... I had to check the hint to light the candles, and immediately won the game by calling the operator. I was able to get a few different voice lines by pressing different numbers on subsequent playthroughs, but I'm sure I was missing something.
Really cool puzzle game. It took me a bit to figure out all the mechanics even with the tutorial. I was able to get up to the *spoiler* rotating laser wheel thing, but couldn't figure out how to get the next door open.
The audio was really cool, both the background music and the sound effects fit perfectly with the rest of the game.
Wow, this is really good. Visuals are great, and gameplay is really polished. I loved how the tank wobbled around when accelerating/cornering. It would be fun to have a "survival" mode to see how many waves of increasing difficulty you can survive.
Very fun idea, and well executed. Despite the simple gameplay, the physics made it interesting. Unfortunately, I found it very difficult to get anything better than last place. It also didn't run great on my machine (RX 6600, i5), especially when there were lots of cats around - I'd prefer to turn down the graphical quality a bit to have better performance on the average PC.
Music/more diverse sound effects (cat sounds??) would have added quite a bit, as well as a few more gameplay mechanics and more fleshed out game loop (menu, ability to restart, etc)
The models look amazing. The overall idea was cool, gameplay was fun but felt a bit rigid. Some nice music would really tie the game together.
Really nice game. The graphics are some of the best I've seen, and the amount of different gameplay features was really impressive. A couple suggestions for improvement: one, I would have liked to be able to move the camera up a bit more to see where I was driving. And two, my truck started falling through the map after a few in-game days, and wouldn't respawn above the ground.
Nice entry! I liked the smooth controls, and especially bouncing off the walls. The lighting effects were cool too. Level 2 was my favorite - didn't see a single spider until I'd collected 2 pieces of cheese, then ran into the entire horde.
One small "bug" - it seems the music stops playing after a while.
This is awesome. Really liked the art style, and the variety of weapons and enemies kept the gameplay interesting (the flamethrower was definitely my favorite). Like others, the game kept freezing for me after killing the first enemy, but I was able to eventually get past it.
One minor thing is I kept getting up on colliders (especially on stairs), and the bug enemies couldn't fit through some of the doors, so it was easy to cheese them.
The art style was simple but fit together nicely. I never fully understood the energy system, but still got pretty far before sending too many troops to battle and then getting overrun.
The music was pretty loud, it would have been nice to have a setting to turn it down.
Really unique idea. The graphics and sound were nice and cohesive. Gameplay was pretty slow, ramping up the frequency of contracts, different animals/plants/decorations etc would help make it more interesting.
@julianojosoa13 @nevercade Added an itch.io link for now, the ldjam hosting seems to be borked. Sorry about that!
Nice game! The character select was a nice touch, you could add different abilities or stats to them to add a bit more variety/replayability. I really enjoyed the music and sound effects, and thought it was a pretty unique idea. I kept getting hung up on the various objects throughout the room; maybe more specific collision shapes or more clarity in what the objects were would be helpful.
Really nice artwork and animations. It took me several tries to figure out how to play the game; due to poor luck (getting wacked by a kid several times) and not understanding which bees were which, I lost within about 30 seconds. Once I got the hang of it, it was pretty fun. More clarity on what is happening when you get attacked, when your bees eat for the day, and where they are spawning would be helpful.
I liked the art style, especially on the menus. The game itself was a little tough to understand, the waves came pretty quickly, and I couldn't figure out how to upgrade my towers (it just kept saying "Up" even though I had enough money?)
I think with those couple of bugs fixed, it would be pretty fun. Nice work!
I think something in the enemy logic is unoptimized, it ran at about 2 FPS until most of the enemies are dead (web version).
That said, the gameplay itself seemed pretty fun. I liked the various character sprites. It would have been cool to have a few more types of weapons, and maybe a "spin around" effect upon getting hit.
Nice little game. The graphics were simple but fit together well. Not too many different units to make the gamplay overcomplicated, but enough variety to make a little bit of strategy (outside of spamming ants :) )
Really nice graphical style, although it kind of felt like I was losing my vision. There was a surprisingly large number of game mechanics, but it took me a while to discover all of them, and I was never able to fully understand the various "health bars" on the lower left. I think my tomatoes were falling through the map, which led to me never having enough food to last through the night. But it was still fun defending against the glowing evil rabbits.
Interesting idea haha. It would have been more interesting if it had more than 2 lanes, or could use up and down to dodge more cars. I wasn't a huge fan of the constant mosquito sound, but not sure what I expected xD
Really cool idea, and even better execution. At first I thought it was an escape room, but eventually found the button to spawn the crew. I probably worked through 90% of the invalid paths before the end. The ending was worth the wait. Nice work!
Really good mood, between the ambient ocean sound, fog, cohesive graphics, and slow movement. The slow movement however was a detractor from the fun - I would have appreciated a bit more movement flexibility ("sprint"?). It was fun watching the sub get built up after gathering all the ingredients, but could have used a few more gameplay mechanics to increase the "fun" factor.
Not sure if it was intentional, but it was like the W key was pressed down 100% of the time, which made it pretty difficult. I was able to unlock the 3rd character and have him run up the stairs, but it wasn't clear what the next step was; at some point I fell off and apparently won the game?
Very interesting/original idea overall, but I could have used a bit more direction.
> The W down is definitely not intentional, if you know how to reproduce it, Iād be very thankful!
@heviosso it behaved that way every time I booted up the game; I'm on Linux, if that makes any difference.
> But how did you manage to stand on switch platforms for any amount of time then?
I just switched characters the moment I stepped onto the platform - it was tricky, but a fun challenge :)
Really liked the art style. The music selection was nice as well. I unfortunately didn't have the patience to find out if there was a win condition - the gameplay was a little slow, and I kept getting hit by flying purple monsters I was unable to dodge.
This was my first idea actually - very well executed!
Love the music, silly sound effects, and overall aesthetic. The gameplay is fun, but it's a bit difficult to do much before the time limit runs out. Really liked the village layout and size as well, but it was hard to find my way around without some sort of beacon for "home"
Really nice job on this game. The art style was really cool, the sound effects and creepy enemies helped set the mood, and the gameplay was enjoyable. It took me just the right amount of time to find all the pieces. My one gripe is that the enemies were kind of annoying - rather than try to deal with them, I just stacked all the pieces up on the table until I had found all of them and assembled everything really quickly. Overall, one of my favorites so far.
I had a similar idea at the beginning of the jam, I liked the direction you took it! The graphics are pretty cool with all the stars in the background and the particle effects. I also liked the level setup and warping mechanic. The core gameplay was functional but a little bland - a bit more movement, e.g. moving rocks and/or ship momentum, objects/enemies to avoid, etc would definitely make it more fun. One small bug I ran into was I could never get my ship to empty fully - it seemed random how many resources would unload before it forced me to undock.
Very unique idea! I liked the art style, and the music, sound effects, and voice acting were all excellent. The magnifying glass effect is also really neat. I didn't fully understand the different tools, they kind of all seemed to do the same thing, and there seems to be a bug with the mouse movement that made it really difficult to aim (I'm on Linux, so maybe that contributed) - but nice work for a jam game!
Very unique idea. It was fun trying to focus the lasers from 2 or 3 eyeballs. I liked the simple, relaxing music and sound effects as well. I think a simple parallax effect on the background when you move around and more emergent gameplay (power ups, different tools/weapons, different types of enemies, etc) would really help flesh out the game.
2025-10-16-222557_hyprshot.png
Eerily similar to my first jam game, though quite a bit more polished :laughing: Fun graphics and gameplay, and I liked the small details like the speedometer and the mailbox flags going up. I did get a little annoyed at how much the car spun around when crashing, and how you could drive off the side of the screen, but both minor things. Nice work!
Wow, this has a lot of potential! Nice clean visuals, and the music fit well. I was a little overwhelmed by the tutorial coming in and not knowing what the game was about - it got right into the details. But kudos for having a tutorial in the first place, I would have been lost without it. The game itself is fun, and I think you had a good balance of different cards, craftables, and effects. I'm not sure if I was just unlucky or what, but it felt like the hazards spawned too frequently in the very low/low risk rooms. I tried to use a strategy of only going to the rooms that were less than medium risk, but I'd still often get multiple hazzard cards, and ended up running out of health before I finished the second day.
Really nice game! The game loop itself was pretty simple, but the music and overall feel was really relaxing and almost meditative.
I really like the character model and cell shading, as well as the overall mood and audio. I did get tired of the gameplay pretty quickly, I think with a bit more polish on the player movement and animations it would help with immersion and making the simple gameplay more enjoyable.
The racoon sprite and animations were really good - I felt like the art style was a bit all over the place though. Maybe intentional with the overall goofiness of the game? I ran into some bugs that made pressing space/e/etc work (though I could still move) and wasn't able to get very far, but it was fun jumping around.
Felt like GTA 2! The controls felt a little funny, I found it much easier to drive in reverse. There's a ton to do here, although I struggled a bit with finding things that were interactive - it would have maybe helped to have a couple of "active" goals for the player to seek out.
Not quite what I expected - the menu art was really nice, but it was odd not having music there, for a game based on music. The world terrain was cool as well, though the art in the game itself could have been more cohesive. I never really figured out the gameplay, maybe I'm just bad at memorizing spells - and I think I ran into some bugs, the explosion effect would damage the enemies, but the green fire didn't. I'd recommend adding some more simple spells, or making them easy to remember (showing the next part of the main melody on screen, or having some sort of tutorial for example).
Nice first entry! I enjoyed playing with the physics and moving the boxes around. It would have been more fun to have a few more "puzzles" that required stacking the boxes in unique ways. It also wasn't clear to me who the terrifying red-faced person was - an angry debtor? A competing debt collector? Some sort of demon??
Really cool combination of 2D and 3D. Felt like GTA! A couple suggestions to make it even more fun: * Prevent people from asking to go to the same place they started (I had several people pick up and drop off at the Fries place, it felt like cheating) * Adjust the scaling so you have a bit more time to learn the roads before you run out of cash * Make the car have a bit faster acceleration
Wow, how did you get Owen Wilson to do the voice over? :smile:
This is pretty fun, I would say a bit harder than I'd like (especially for the tutorial), I'd maybe make the hit boxes a bit bigger for the signal orbs, and the size of the "chunks" of yellow walls a bit bigger such that you only need to hit 1-2 to make it through a wall.
And thanks for including a native Linux build!
Wow, really well done! I really liked the graphics (especially the planet and grass) and the fun "physicsy" feel of flying the spaceship.
A few minor suggestions: * Add a map or pointer to find the base * Add an indicator that you're holding a battery (I forgot a couple times) * Make it clear what the laser is for, or prevent it from firing before the
Fun little management game! I liked the idle animation along with the music, looked like the dudes were dancing.
I completely forgot about the right panel, and just slammed the door in front of all the green shirts to keep them out - not sure if there were negative repercussions of that :sweat_smile:
I saw a "Try again?" when the time ran out, despite serving drinks to every customer that asked, and keeping the bad guys out - not sure if that means I won or lost?
Very fun! I was really impressed by the variety of art on the buildings, they looked realistic. The different levels were also very creative - favorite part was the train crossing.
A couple minor things: * After restarting the last level, the yellow car was never triggered to drive away; I was still able to win by running into him (v 1.5) * The music is pretty loud and repetitive, I'd appreciate a volume slider or just lower default music volume
Interesting idea! I have not seen a mechanic like that before. The game itself was fun, but I found clicks and scrolling both to be a bit inconsistent, which degraded from the experience (maybe platform dependent).
Outside of the last level, I didn't find them too challenging - it might be fun to add another mechanic, like patching a frayed wire to allow the signal to pass through, or having to quickly decide between cutting a wire or letting it pass through.
Thanks all for the feedback so far!
The game is intentionally designed to be a bit of a mystery/puzzle, with the player discovering where they are, why they're there, and what the device they're carrying does. That said, we probably need to make it a little more obvious.
HINT: the device in your hand is the key. Try holding it up as you walk around, and pay close attention to what happens when you press the button while walking around, as well as what you see on the screen!
After about 15 tries, I could still not figure out what to do :(
The graphics look nice though!
I can't seem to get past the menu on any of the builds (I'm on Linux) - nothing happens when I click the buttons?