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What a cool way to start off this game jam.

An innovative take on pinball in a futuristic setting with a cyber-ish aesthetic that's supported by snazzy music and punctual sound design. The mechanics and level design worked hand-in-hand to make each part of the game challenging. Further, the camera work in the 3D space is among the most incredible I've seen in a Godot game. Bested the game in <three minutes, though I benefited from first-time luck, because my second playthrough went over five.

The combination of needing to control the velocity of the ball enough so that it could be picked up by the magnet was excellent balancing, and creates opportunities for the player to attempt to work two mechanics to achieve one goal. Appreciated the in-game tooltips for how to use the inputs to control plungers, flippers, and magnets. These are far more intuitive than reading a pre-game manual. Gorgeous graphics and colour scheme cap off a well-developed experience.

My only criticism is that the mechanics and level design were so fun, that it felt like it ended prematurely, and I was ready for more. Alas, thus are the limitations of a nine-day jam where sometimes the pendulum swings more towards developing features than exploiting them to their fullest. I'd love it if this game was expanded upon, but that seems to rarely happen with jam games. Not much else to criticize, except that my gaming laptop scalded my thighs in the midst of running this program, and I may need to head out now to pick up some Polysporin from the pharmacy. Does Godot Wild Jam have any insurance?

As usual, this team pushing the boundaries of what could be possible in a limited timeframe. Well done, friends.


What a first response to start off this game jam! :D

Very grateful for yo taking the time to really dig into it. Sorry to hear you were injured during the process! We should maybe have had both epilepsy and scalding warnings. Quite a log of lightwork going on.

Camera management is always a tough thing in games. We used what we called "camera anchors" which consisted of an Area3D for detecting the ball entering a region and a Node3D to which the camera then would tween to. It tweens with different duration based on the velocity of the ball when it enters. It turned out quite OK I think!

We tried to keep this jam a bit relaxed, but got a bit worked up in the end anyway, but we thought that we'd rather have just a few levels, leaving the player wanting more, than going all-in trying to make too much of it. Glad to hear you wanted more, that's really nice to hear!

I think you maybe had the exact same thing in your entry, ~5 levels with much potential left untapped!

Thanks for playing and all kind words!

Thank you so much for this generous review. It was fun to read about your experience with the game! I am glad that the game works as we intended, and that the puzzles had a reasonable difficulty. Sorry to hear about your third degree burns, I must admit that my computer also struggled quite a bit with this game. I am sure it could have been improved quite a bit performance-wise, but unfortunately we did not have any time for that.


Thank you so much for trying the game, and for taking the time to give us this great feedback!!