Oasis Dawn by pickens-inc 2025-04-19T20:48:13Z ♥ 1
An incredible amount of work done for a single dev!!! As a DMC/Souls enjoyer, I couldn't miss an opportunity to play this game :D
Surprisingly, many things already work. For example, I successfully parried on the first attempt. The timing appeared to be very close to the same in souls :)
Nevertheless it's a very good attempt of implementing a 3D action game for the JAM there are a couple of things that distance it from a solid experience: 1 - is the overall lack of clarity. In most cases, it's quite hard to tell in what exact state the game is: Did I get damage? Did I damage an enemy? Is an enemy in stun lock still, or is he ready to fight back? 2 - Instability of mechanics. The parry sometimes works really great and is very conservative for the player. However, sometimes it doesn't work, even if the player is properly facing an enemy. I tried to find out why this happens, but I didn't succeed in identifying any pattern. 3 - Whirlwind Riposte is less reliable and useful than a regular parry. I've been damaged several times during the execution of this move. So I stopped using it completely, what is upsetting since the visuals is great!
P.S. Hahah, parry and attack moves are still working after your death! It reminds me of a Jojo episode :D Oasis.gif
Overall, a very nice entry, I hope to see your further games!
LD60 — Old Tech (7)
Nitro Lancer by pkenney 2026-10-28T01:35:44Z ♥ 0
Hello fellow drivers 🚗
I really enjoyed playing with this toy car. The VFXs, hand-made textures, audio, and controls work so well together that the car has a very nice tactile feel 🔥
The first 2 levels felt more like a warm-up, while the 3rd one actually made me lock in :D
Thanks for the chill mode btw! I spent some extra time in it toying around with the car. I would definitely like to see more challenges/levels with this concept. Maybe some dynamic enemies, idk :)
Ah, yes, these targets really resemble ducks 🦆 your kiddo was right!
Skyrail Postmaster by alexhonor 2026-10-26T04:07:24Z ♥ 2
A tiny heartwarming adventure we all needed :)
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The Island by Geckoo1337 2026-10-26T02:45:56Z ♥ 0
I found this game pretty soothing.
There was smth hypnotic in slow crawling around the minds and listening to this oscilating sound :)
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-- Btw a greate respect for experimenting with your own engine!
I tried the game on my win10 laptop.
At first windows decided to launch it on my integrated Intel HD graphics garbage :D
Ofc the framerate was low but surprisingly there was also an issue with culling. Objects popped on/off depending on the camera rotation.
Nevertheless when I forced windows to run the game on Nvidia everything went smoothly!
Good luck with further development of your engine!
i have a sword by smilewood 2026-10-26T02:09:46Z ♥ 0
There's smth particularly hilarious about this character walking and swinging animations :D
Aliens borrowed my gameboy! by harujam 2026-10-26T01:18:03Z ♥ 0
Hahah, there was even a game inside the GAME :D
I definitely caught the vibe of old point and click games.
Screenshot_1.png Looking forward to seeing your next project!
Rewind Rush by Aaron Mumu 2026-10-24T18:09:20Z ♥ 2
A truly wonderful game! \ I really enjoyed the first level. \ When I died multiple times on the first big boss I had to restart with lower difficulty though. \ I'm really impressed with the scope of the game. \ I also wonder if all of the weapons actually can provide similar DPS or some of them really not recommended on higher difficulties? Tbh I just got a bit resistant to experimenting with other weapons after deadlocking on the first boss. \
My journey finished on this screen. And I'm not sure if that's a bug, an intended end of a game, or that I'm missing something important in this room. I'd be happy to know :) Screenshot_1.png
Overall you guys nailed the mood with sound, visuals and variety of content!
Textolite by perrarancino 2026-10-24T16:27:56Z ♥ 1
Phew, it took me 4 attempts to get through it all! Hand upgrade is definitely OP!
I'm very surprised by the scope of this game. Lots of content for a jam entry!
Some specific gameplay feedback: - For melee attacks, it'd be a bit more convenient to increase the size of the hitbox. Maybe not so much the distance, but rather the angular range, so there'd be less need to aim precisely with melee. - Also, I'd increase the cooldown on melee attacks so you'd have to make a conscious decision instead of just click-spamming. That would increase the player's agency a bit more :) - IMHO, getting knocked out from a fall feels a bit like unexpected overkill, considering how high and quickly the character can jump. - And since the game is quite long and really intense it would be nice to have a simple pause (maybe I just didn't find it)
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Good luck with this and your upcoming projects!!!