BTW: Beneath the Waves by Aurel300 2025-04-08T16:08:09Z
Absolutely stunning visual style and art — the music theme is solid too. Overall, I really enjoyed it. Pretty complex for a jam game, in my opinion. Fantastic work!
Foon → Ludum Dare Explorer → Users → Flinge
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | GraveBell | jam | 228 | 3.85 | 3.80 | 3.16 | 3.50 | 4.31 | 3.12 | 4.00 |
| 2025 | 58 | Collector | 👥 | Collect or DIcE | jam | 39 | 4.16 | 3.98 | 3.87 | 3.63 | 4.61 | 3.13 | 4.17 |
| 2025 | 57 | Depths | 👥 | Cave Escape | jam | 160 | 3.90 | 4.12 | 2.81 | 3.78 | 4.16 | 3.14 | 3.90 |
Absolutely stunning visual style and art — the music theme is solid too. Overall, I really enjoyed it. Pretty complex for a jam game, in my opinion. Fantastic work!
Really interesting project. Technically, there's not much — but what’s there works really well. Even though bats don’t move, it’s still fun to play. The coin pickup sound is super satisfying. Nice project with potential.
First of all, this borderline madness is awesome. I also really like the gameplay around mana. The Cascade upgrade feels super overpowered — but that’s exactly what makes it so fun to use. I'd love to see an XP bar and maybe some kind of score or goal system added. The game doesn’t quite match the theme, but the core idea is solid and enjoyable overall.
The idea is interesting and definitely unique, but personally I didn’t fully understand how to play — especially how to use the different comments. Also, the UI broke a bit on my screen resolution. Sound was something I really missed — it would’ve made a huge difference. Still, the core concept is strong — really cool stuff!
Awesome art and sound design. The atmosphere is sick — reminds me of Dredge. The lack of a clear goal is a bit of a downside, but overall, great job!
Great game! Really cool concept — well executed and it works beautifully. Love that you included a global leaderboard, too. I even managed to make it into the top 10!
Everything’s great overall. The only drawback for me is the combat system — it basically boils down to attack–skip, attack–skip, and just waiting for the enemy to die.
so tripping and so hard
So far, one of the best games I’ve played in this jam. The game flow is just "pure chill". That feeling of moving toward your goal while the lake literally melts (or dries up) before your eyes — that hits different. Super satisfying. Perfect game to just drop into, unwind, and turn your brain off for a bit. Honestly, I’d even pay for something like this.Also, the humor is spot on — that thimble at the start? Pure gold. Loved it.
Great high-score-based game! The explosions feel super impactful, and the music is fun and full of energy
The starting screen and voiceover are just something else — absolutely brilliant. If I could give a 20/10 for the audio category, I totally would. The news report format and the fact that the characters appear on screen? Super cool touch. Visually, the game looks great overall too. My only real note on the gameplay is the lack of progression — it feels like you’re not really accelerating, even though it seems like you should be. That said, I *do* appreciate how the game starts in an empty space — it gives you just enough time to adjust to the default speed. And that speed? Not too slow, not too fast. It’s spot-on.
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I was really hoping for a princess, to be honest
Everything’s great, aside from a couple of things. 1. I really wish there was a clear goal — like how many crystals you need to collect, or at least their total value to pass to the next lvl. 2. Also, the lack of a checkpoint caught me off guard. I died near the very end and had to restart the whole thing — that was a rough surprise.
Also really like level transition
Great game with a unique design. It’s definitely not for everyone — more for players who enjoy punishing themselves a bit, like fans of *I Wanna Be The Boshy* or similar stuff. I think there’s real potential here. Also, the palette swapping is a nice touch — it really helps keep things fresh and engaging!
Great vibe and spot-on theme. Visuals and audio are top-notch. I especially liked the tense sound design when you're underwater — really pulls you in. The core gameplay idea works well, and there's definitely room to expand on the puzzle elements. Awesome job!
It took me a while to figure out how to do anything at all. Kind of odd that you can’t clear the storage — it’s possible to softlock yourself. Visually, though, the game is stunning. You can clearly see a lot of love and effort went into that part — it’s really well done. Maybe it just didn’t get fully finished in time, but after playing for about 10 minutes and digging pretty deep, I still couldn’t quite tell *what I was supposed to be doing*. What’s the goal? What am I working toward? The game overall reminded me of Oxygen Not Included, but in ONI there’s a clear driving force — a reason you *have* to act and make decisions. That’s what I felt was missing here. But overall this is a great job and have much potential
Visual design is great and fits the theme well. But gameplay-wise, it's a bit unclear what you're supposed to do — some kind of tutorial or guidance would really help
Incredible atmosphere, surroundings, and graphic style. Played it through to the end with great interest. Loved the humor and voice acting — it was a blast. 10/10. Excellent work.
It’s great that you give the player a clear goal right from the start — no “what am I even supposed to do?” moments. The visuals are solid, and the sound design works too, though the worm (or whatever that is) squeaking can get a bit grating. Also, huge thanks for the camera recenter button — that’s a very welcome touch.
Now, the main issue I see at the moment is the lack of real incentive to upgrade or gather resources. There’s just no real reason for me to buy higher-tier workers — the first-tier worker can dig all the way to the top on their own. I could finish the game just fine with the basic unit. One simple and logical solution might be to make it so only higher-tier workers can dig through higher-tier blocks. And it would help a lot to have some kind of description for each worker — like what kind of blocks they can handle or how fast they dig. What sets the different collectors apart? As for the pathfinding quirks — totally get it. It’s a jam game, and yeah, that stuff’s hard to code under pressure. No complaints there.
All in all, amazing job — wishing you the best in continuing development!
This game is genuinely deep — in more ways than one. At first, I thought it was just a janky little project with no mouse sensitivity settings... But by the time I reached the end, I swear I felt a little more enlightened.
This is art.
Funny little game! The movement physics feel nice and responsive. Kinda amusing how you leaned into the game’s clickability with the thick girl character — definitely catches attention At first, I actually thought I was supposed to avoid the gold spikes on the wall, but turns out you’re meant to fly straight into them!
Cool game — the visuals are absolutely fantastic! My only real complaint is the movement animation — it jumps back and forth across the screen in a way that’s pretty hard on the eyes. I couldn’t get past this level (screenshot attached), since the enemies start hitting *every* target at once, dealing massive damage in a single turn.
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@funbanan that's okay. Your game overall feels just right and good. It really cool
Great jam project! The sound and visuals are solid — really well done. I especially enjoyed the impact from the environment, the gunshots, and so on — it all feels satisfying. Would’ve loved to see a bit of progression in the gameplay, though. till, great work overall!
I actually really liked the game, but I totally choked. Got absolutely wrecked — you saw it on stream. Maybe some sort of checkpoint would be nice for jam version so everyone can handle it
I'am actually made it. Second try to beat this game is successfull
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Wonderful game — honestly one of the best I’ve played in this jam. Maybe the coin rewards from later enemies aren’t super balanced, but aside from that, it’s just *SO GOOD*. Also, that tree on the right? Absolute legend — great conversation partner ants.jpg
Really cool concept built around mystery. It feels like something in the vein of "Layers of Fear" — where the core drive is uncovering a hidden truth. The visuals are great, and the audio fits the vibe well. There’s real potential here — people love madness, mystery, and that sense of the unknown. Plus, you’ve got a strong visual style that could really help the game stand out.
That said, the technical side needs work. Sensitivity settings are missing, and for me personally, it wasn’t always clear what I was supposed to do.
Still, it’s a solid foundation — keep going, you’re onto something!
Super chill and calming game. One thing that really stands out — there’s not a single mouse interaction. The devs clearly thought about players keeping their hands on the keyboard, and that’s awesome. The letter-filling rules are interesting too. Though I did run into a few bugs that softlocked the game pretty quickly.
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@0x-void-x0 Oh wow, I totally feel that. During development, I spent like 10 hours overall fixing just one mechanic — every time I thought it was done, some tiny issue would pop up. And then, on the last day of the jam... boom, it breaks again. Spent ages once more trying to untangle the logic mess
This game is what word madness really means
Solid jam game! The sound design is excellent.
I did feel like it was missing some kind of global objective — something on-screen to track your progress, like “2/10 photos taken” or anything along those lines.
The camera mechanic and your take on the theme as *depth of field* was a really cool twist, though!
Really cool idea and a creative take on the theme. Technically, the game feels pretty clunky and is easy to break — but everything else is solid!
Cool visuals and an interesting take on the theme. I ran into a small bug — ended up speedrunning the game because of it.
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The metaphor you came up with is just brilliant
Great game with clean execution — everything’s readable, and it’s pretty hard to get confused. The core mechanic and idea are really solid!
Interesting concept, with nice music and solid visuals. Kinda tough to play when you're sleepy though — it really demands your full attention!
Great visuals! I think the game has real potential in the co-op horror genre — something like *Content Warning*, for example. Also ran into a funny little bug along the way
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Good visuals and satisfying impact from the actions — great work! The only thing I missed was some kind of visual feedback for the boosts I collected. After a while, I completely lost track of what I’d picked up and why everything was suddenly so powerful.
Really cool visuals! The controls feel great — really gives you the sense that you're actually piloting a submarine underwater. Would be awesome to see some gameplay progression, like new enemy types behaving in different ways other than just giving more score. But for a jam, it’s all great — you’ve done an awesome job!
Great game in the rage genre! The part with high jumps onto slanted surfaces got me stuck for a while. Would be nice to have jumping on W or Space, and movement with WAD, not just the arrow keys.
Sad that there’s no sound (or maybe that’s just my problem). Also, it’s pretty hard to collect all the collectibles. Would be nice to have some sort of radar or an arrow when only a few are left
This game is seriously addictive. Everything is done at such a high level — I didn’t even want to quit playing. The only thing I’d add is a personal high score — something to aim for and try to beat myself. Other than that, it’s a 10/10. Super fun and a really unique concept for this theme, executed perfectly.
You absolutely nailed it. This is the first jam game I’ve played with such a strong creepy atmosphere. That underwater darkness — and then that massive thing suddenly appearing behind me… you really managed to scare me. Which means you did your job right. Fantastic work!
Great concept and beautiful visuals!
Interesting concept with the direction-swapping — but it slows you down and doesn’t really let you build momentum. Still, the idea itself is pretty cool!
Cool game with great visuals and a solid soundtrack. It’s got a lot of potential as a vampire-like experience. The only thing I missed was a clear goal — something global, or at least per level or wave.
It really missed sound and that sense of "feel". Either way, in a game like this, I think that stuff’s key
That’s genius.
It’s not super clear at first that you’re supposed to dodge the spikes — at least not until you run straight into one. Would’ve been nice to add a quick animation where the character flinches, maybe even some speed streaks — small details like that don’t take long to implement but add a lot to the feel of the game. Really glad you added checkpoints — that’s something a lot of games in the jam could’ve used. The intro cutscene is great: short, but it immediately sets the tone. And the ending was awesome too. At first I thought it was going to be one of *those* endings where the player achieves nothing — but then you turned it into a joke, and it totally landed. Fantastic work overall, even if there isn’t a ton of gameplay — what’s there feels solid and purposeful.
Great work! The visuals are solid, and the core idea is clear. I’d love to see interaction on left-click — I think it would make things feel more intuitive for this kind of game. Everything else is spot on!
There’s definitely potential here. I think it’s quite an ambitious scope for a jam — there’s just so much to implement and test in such a short time.
If you’re planning to keep working on it, I’d really recommend taking a closer look at **Ultrakill**. Break it down — what makes it work, what makes it feel so good — and think about how you could adapt those elements. Same goes for **DOOM**: just jump in with a notebook and jot down what’s happening, why it works, and what makes it feel awesome.
As for my own feedback: I wouldn’t make the second section so long — the focus starts to drift from shooting to platforming, and it kind of dilutes the intensity.
Also, please add Quake-like jumps! Some kind of bunnyhopping or momentum-based movement would really elevate the feel
Really liked the metaphor and the unusual story — felt fresh and fit the theme nicely. The puzzle part was cool too, interesting idea. Gameplay was a bit slow at times, especially on the “stairs” — would be great if that was a bit faster.But overall, it was great. Creative, thoughtful, and just fun to go through.
Strange game for me — for some reason, the camera keeps flickering. I couldn’t quite figure out how the skill on **F** works either. Managed to reach the end, but I honestly didn’t fully understand what was going on.
Overall, it's great job. But it kinda feels like you don't really need to collect anything to beat the game. Also, would really love to see some checkpoints or saves between stages.
Cool game and concept overall! I really loved the idea of all the shopkeepers being different and super caricatured — that added a lot of charm. Wanna go deeper to see who is next.
The only thing: at the very beginning, it’s not immediately clear that you’re supposed to move downward. It does make sense later, once the lava starts pouring from above, but I think the game should hint at that direction right from the first screen.
It’s missing some random bonuses when picking up planets — kinda feels off that they’re always the same. A bit of variety there would really spice things up!
Wow — the atmosphere, visuals, sound — it all absolutely *hits*. Gives off strong Undertale vibes, in the best way. You can tell a ton of effort went into the game feel, and it really pays off. There’s a solid foundation here, and I honestly think it has real potential for a full Steam release.
As for the issues — I think they’re pretty clear. The combat feels a bit underdeveloped, and the different scrolls don’t really bring meaningful variety. But I’m sure you’re already aware of that.
For a second game? This is pure juice. Amazing job. Hope your game gets the attention it's deserves
Fantastic work — the atmosphere is spot on, and the core idea feels strong, like something that could totally be expanded into more. Honestly, I don’t even feel like writing a long breakdown — it’s just genuinely cool.
From my playthrough: The black hole is *brutal*. I couldn’t get much further because no matter how or where I clicked, I just couldn’t make it past it — tried like 10 times.
Also, a quick restart button would be super helpful, since sometimes you die right at the beginning. And the screen fade started to feel a bit long after a few retries.
Didn’t run into a single bug though — everything felt super polished. That’s rare for a jam. Bravo.
Great atmosphere. The dripping water sounds with that sense of space are super well done. The art style is cool too — it really has its own identity. I feel like people enjoy this kind of madness, even if it’s a bit brutal. That said, the second section might’ve gone a bit heavy on the satanists
@shadow64 Thanks so much for the heartwarming words. Really means a lot. Especially the words about the art, we put a lot of love into it! Hoping to keep leveling up from here
Wow, you all seriously made our day with these comments! Huge thanks to everyone who took the time to play and share your thoughts — it really means a lot. We’re stoked that so many of you vibed with the visuals, the music, and the overall feel. Loved reading about the “one more try” moments, the flow, the fun, and even the bits of constructive feedback (we’re noting all of it!).
This was our first jam project — actually, our first game ever. Seeing it resonate like this honestly warms our hearts.
Thanks again. Drop your highscore in the comments so we can all compare!
We actually wanted to add a global leaderboard, but sadly didn’t have time during the jam. Adding it now would break the rules, so… maybe next time
@beeb-gamecodecompany Yeah, I agree — the enemies turned out pretty challenging. We probably should’ve added some kind of warning sound or screen cue before you actually run into them.
@jona-scheidig Yeah, originally the depth started around -50,000 and was supposed to transition into positive numbers after reaching 0. The plan was to shift the game to a surface area with a bright daytime palette — kind of a payoff moment. The art for that part is actually done, but we ran out of time technically. Honestly, if we had just 30 more minutes, it probably would've made it in.
In the end, we decided to extend the depth much further down instead. I might update the game post-jam to include it, since it wasn’t possible within the jam’s time constraints — and uploading a separate version with that feature would’ve felt a bit unfair.
@sztobar exellent result!
@nsadie yea. Think i can do it right now. Don't know if it's considiring like a new feature
@mr-mesmer Hahaha, yeah — we actually left in the possibility to die on the start screen on purpose. Thought it’d be a fun little surprise for anyone curious enough to try moving right away
@velis69 Yeah, we definitely took inspiration from it — but we wanted to give it our own style. With procedural generation and a wider variety of platforms, we’re already shaping it into something more original. Definitely planning to keep working on it and push it further!
@euler-moises Unfortunately, there’s no proper ending yet — but something **was** supposed to happen once you reach 0. We talk a bit about that idea in our devlog post, if you're curious! Sadly, we didn’t manage to implement it in time for the jam.
The post: https://ldjam.com/events/ludum-dare/57/cave-escape/development-process-cave-escape-from-darkness-to-light-that-never-came
Of course, we *could* put up a page with an updated version now — but we don’t really want to be unfair about it. Even if we’re transparent, it would still affect the ratings, and I’m pretty sure it would push the score higher. Feels more honest to wait until after the jam wraps up
@sztobar, @jona-scheidig, @tobaccoleopard, @logan-core. Sorry for ping. Added you to leaderboards table on my game page. If anyone want to get there too **paste your scorest in comments** guys
@nuin wow you really get very high score. Not even sure if can beat it myself haha. I really thought i fixed the problem with unreachable platform. Played a bit and did't catch it for in like 10-15 sessions. Okay, thanks, i'll check it again. Also you a the leader of the table now. Congrats!
@ryrumeli yea the shift of music style at the end is my favourite part. Really hits hard. Also added you to the scoreboard
@ruruie yo it's not so bad you even got top 3 for now. I'll update leaderboard a bit later
@510 If we break it down to the basics — yeah, they’re there for that purpose. But really, they’re meant to create an extra layer of danger. Because if you only leave the enemies, it ends up being way too easy.
What surprises me is how many people say they don’t like the red platforms — that really caught me off guard, since similar ones were in Doodle and no one seemed to mind back then.
@nnmbzr Thank you so much for such a detailed review — really appreciate it! The feedback is super helpful, and that idea with the breakable platforms is actually great — we’ll definitely give it some serious thought.
@oeuegha Thanks for the thoughtful feedback! You're totally right that procedural generation + precision mechanics is a risky combo — and yeah, sometimes luck plays a bigger role than intended. I’ll definitely be thinking about how to reduce that friction if I keep working on the project. Didn't have much time to balance it perfectly. Appreciate you taking the time to point it out!
@outstar That’s actually a great tip — thanks! I’ve heard of Rogue Legacy 2 but never looked into its platforming side specifically. I’ll check it out for sure
The game has such a heartwarming vibe — seriously, I loved it. Some parts were a bit tough to keep up with, but man, it was so, so good. I really had a great time.
The atmosphere is really solid, and the visuals are great too. The creatures are genuinely creepy — being near them feels uncomfortable in the best way. Audio’s on point as well. Gameplay definitely feels a bit undercooked, but it’s clear the focus was on the visual experience. Nice work overall!
There are upgrades, but they don’t really feel necessary. Black holes are just unfair — you end up losing because they pull you in from off-screen, which doesn’t feel right. The ship’s rotation feels a bit odd too, but that’s a minor thing. I couldn’t finish the game since I kept dying to black holes I couldn’t even see.That said, I’m mostly pointing out the negatives — overall, it’s a great little game. Thanks to the music and the minimalism on screen, it creates a strong sense of loneliness, which really works.
Great vibe, interesting concept, and really pleasant music — overall, I enjoyed it a lot. Definitely a strong candidate.
Here are a few things I noticed while playing: I wish there was a bit of in-game guidance or a short tutorial. Also, I feel like mouse controls could actually work really well here. At first, I thought the sharks could be eaten — they glow red, sure, but I figured if I got big enough, it wouldn't be a problem.
I also felt like it was missing some sense of progression — maybe there's a way to make it endless, or give it a longer arc? It kind of reminded me of *Tasty Planet*, where you start small and grow by eating everything around you.
Anyway, I ended up playing it twice!
Even though the gachi hype has mostly passed, the game turned out pretty funny. It’s pure surrealism and chaos — in the best way, haha.
It’s really missing the sound to feel complete — right now it lacks that full sensory impact
Awesome game with a really cool art style and a unique gameplay mechanic — a perfect fit for the theme. Plus, I think this one has real potential to grow into a full version, which is always exciting to see. Great job overall! I’ve added you to my personal list of “jam games worth watching.”
The style, visuals, and atmosphere are super cool. It’s the first game where I *didn’t* feel like skipping the dialogue — I was genuinely curious about what the characters were saying and where it was going. It’s a shame there’s so little actual gameplay, though. I’d definitely love to see this idea expanded further!
A truly unique game in terms of mechanics — I genuinely enjoyed it. Really cool stuff overall. Also had a little laugh at the shadowтень.jpg
In the browser version, the sound glitches. The audio, visuals, narrative and atmosphere are top-notch. However, gameplay-wise, I felt a lack of progression and motivation to keep progressing. There is progression and upgrades, but there’s too little danger for them to really matter. One pistol was enough for me. I didn’t even need the shotgun and the in-game currency accumulated so quickly after some point. I spent the last few days just quickly searching for the remaining NPCs
At first, it didn’t seem that great because of the visuals, but the gameplay idea is really interesting — nice work! It would be awesome to see a leaderboard right in the game. By the way, just for fun, you could add one to your LD page so people have some motivation to win.
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Markdown for this:
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I’m not usually a fan of this kind of game, but this one was simple and comfortable to play. I got a bit stuck on the last level, though. The narrative and atmosphere were absolutely amazing — such an incredible vibe, I really loved it!
At first, I didn’t understand anything — the tutorial helped, but I think many players might not notice how to open it. Really cool concept with solid potential. I’d love to see more juice and game feel added. Also, maybe it was intentional, but I didn’t quite get why I had to drag the coins onto the enemy’s HP — it felt like the damage (and maybe armor) could have been applied automatically. Still, I really liked it!
At first, I was thinking this game would have a different kind of gameplay, but it turned out to be really cool! For me, it has the vibe of Backpack Battles. A really interesting concept kind of a board game. Great job!
I didn’t understand a thing, but as always, it’s absolute cinema from master Chifu. He is Christopher Nolan of games
I think this could turn into something really cool if you had more time. I really like the coin sound and the overall visual approach. I’ve seen your posts about the 2.5D style — great work! I’d love to try something like that myself one day. As for the gameplay, I just felt it could use a bit more progression beyond collecting new coins. Maybe some kind of fudge coins or jokers would add that extra layer! msedge_jqAqW0He07.png
The idea is really cool and original, but I felt it was missing some QoL features to fully understand what was going on — though that’s totally understandable within a jam. The core concept is clear, but while playing I often found myself going “wait, what?” I couldn’t quite figure out why the ignition order sometimes changed and started going in reverse (I even replayed it from the start to see if I’d missed something, but still didn’t get it). The art is awesome, and overall everything else is great — I enjoyed it!
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@captaincorgistan @furypn @finnzone @gyzra @cthulhu5227 @mrbamboo @zombiewalrus @matthew-rose @threeli @protohere
Thank you all so much for the amazing feedback and kind words! 💛 We’re really happy that you enjoyed the art, music, and gameplay - it means a lot to us.
Overall, we’re happy with how the jam version turned out, and most likely we’ll be working on an post-jam version with more content
@justuspan
Thank you for the thoughtful feedback! Thing about dice visuals is already on our notes list. We didn’t have time during the jam to add proper visual distinctions between different dice types, so for now only the colors change
@umc049 Thank you so for such a detailed review! We’ll definitely keep developing the project. We’re already working on improvements, starting with fixing some of the sillier issues like the blurry text and the inability to swap cubes in slots. Once these improvements are done, we’ll start focusing on expanding and deepening the gameplay itself.
One of the most original interpretations of the theme, in my opinion. The music at the beginning is really loud and there’s no sound adjustment — kind of hurt my ears a bit. The gameplay is great, the idea is interesting, I liked it.
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cinemAAAAAAAAAAAAAAAAAAAAAAAAA
kaif
The new elements add more strategy and really make you think about your next moves
This project honestly surprised me. The visuals, the juice, and the overall game feel are insanely good for a jam game. I also really liked the core idea itself.It feels chill and easy to enjoy, which is perfect when you’re completely fried after a 3-day jam and just want to play something fun without extra stress. Had a great time with it. Really awesome work!
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i like fish wiggle animation's after you catch it. And underwater vibe is also great
Cute little game at first sight, but it takes a bit of time to understand the rules. I also skipped all the crossroads after the first one because they were too hard to deal with.
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Great western vibes. I really liked the way you interpreted the theme, and the whole idea of checking the trains is genuinely cool. It feels like one of those concepts that could be expanded. Nice job!
Interesting idea with potential for further upgrades, in my opinion. Right now though, it feels like the game can mostly be beaten by just spamming archers
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The visuals and sounds are great. I also really liked the idea of artifacts being part of your armor set
On of the best theme interpretations
Big gun going pew pew. Really cool game, it gave me strong old browser game vibes. Small, but excellent. So far, one of my favorite interpretations of the theme. The polish and visuals are top-notch, and it’s just fun to play. There’s also a nice twist at the end. Overall, I really enjoyed it