Thanks for the feedback! I would definitely try to make original art next time if I no longer bad at time management haha. Thats why in the submission page I did not declare Arts to be created by myself, and in the game page listed a link to the art resource I used.
Blue Birdy
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Thanks so much for the feedback! One workaround for flying to the top is to press the Setting button, go back to the menu page, then resume the tutorial. A workaround for stuck in the ground is probably just press Jump to get out of it. Haha I definitely need to work better on the ceilling and ground detection, thanks for pointing those out!
The core gameplay loop in my opinion is pretty addictive. I ended up converting all the empty tiles I landed on into shop tiles. As it turns out I have way too much gold obtained from fighting haha. Perhaps a little post-balancing would make this even better. One comment that I also have is perhaps to make the introduction part much simpler. I definitely would not be able to understand the terminologies for the stats and power of each character during the character selection stage in my first play through. Perhaps instead of letting the player choose the characters, just have a default randomizer to get the players to jump directly into the game itself to see how everything works as they play along.
The game design is pretty innovative; even when replaying at the same level, the game forces the player to creatively devise a new solution using randomized gadgets. I also like the initial interaction with the tutorial dialogue where, if you skip too fast, it shows something new haha. Probably the main factor that raises the difficulty for me is the fact that there are a lot of gadgets but there are no descriptions provided for them. Players can only understand what each gadget does exactly until after they press Space; if they fail, the gadgets reset, and they have to experiment with new gadgets with unknown properties. Of course, this only applies to the beginning stage of the game. But still, I think it would be appreciated if say adding a small text description when the mouse hovers over each gadget to better help explain what each gadget does.
After finishing all the puzzles, the ending was certainly unexpected. Overall, it's a fantastic puzzle; a lot of content is presented, and the jam's theme is definitely nailed here. I tried walking around in the ending. Though there are invisible walls, the player seems to still be able to break out of them in certain places.
Great game, the gameplay is really novel and addicting!
My setup:
Bounce bullets will pierce perk
Double Shot + Double Shot + Energy Refill + Next will Bounce + Bullets = # played + Next will Bounce = Literally cannot lose
Once you get your card drawing order as the above after each level, just spam the button E. The idea is to quickly cycle 0-cost cards to get to the important "clear screen" combo. Note not to take the Freeze spell to maximize the speed of game progression.
My computer was lagging in the end because the entire screen was covered by the Bullets = # played card, reached level 45 before I called it a quit.
Had a very fun time trying out new synergies, this is the furthest I have gotten so far ha ha.
Summary of the build:
For each bow attack, deal 90 damage, gain 3 extra damage, heal 3 hp, deal 1 poison. For each turn, bow attack 7 times and gain 12 extra damage. Also 1 free dodge per battle.

Details:
2 ethereal energy from the ethereal wand + windmill + energy token = +7 energy/turn
Glass bottle + ring of doom (15 mana) = 36 dmg x2
Gemstone heart = (+1 hp)x3 / energy
Frog totem & ring of doom (3 mana) = (+6 accumulated dmg)x2 / turn
Stopwatch = (+1 accumulated dmg)x3 / energy
The graphics of this game looks amazing.
Though there are some bugs I found, but most of them are already listed in the devlogs! Here is one that I don't think it covered yet, if you fail a level and play it a second time, the second wave will be unable to spawn.
Like ASecondGuy said, maybe there should be a feature to skip the tutorial at the beginning for people (like me lol) who can't win the level on the first try.
But overall the idea of using tower defense for a cybersecurity-themed game-jam is pretty clever!