super clean gg
Procaillass
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The concept is beautiful, and the execution is too, but I had a hard time finding a good gameplay feeling. It was really difficult for me to see where my lasso was and every time I touched the projectiles, I died immediately afterward.
Aside from that, the artistic direction is really nice and you instantly get immersed in the atmosphere. I still really liked the project overall, great work!
This is the most polished project I’ve seen in this jam. It’s well thought out and very cohesive overall. The artistic direction is consistent, the theme is great and I really like the mushrooms haha.
I’m not usually a huge fan of pixel art but here it’s handled really well. Very beautiful work and everything feels super clean in no time, gj
I really like the concept of having to attract the saw toward us and the small modeled ghosts are cool too. I also like the big numbers, you immediately understand what you’re supposed to do and it makes the game pretty fun right away
Well done overall! Everything feels well framed and nicely presented
I have some doubts about this game and its legitimacy. I think it’s possible to make a game like this in just a few days by relying heavily on procedural generation and AI-driven tasks, but I don’t get the impression that this project was actually created for this jam. I could be wrong, but the presentation makes it feel like the project was simply reused and submitted here.
Is this really “Bezi,” or is it more like Google AI Studio? Again, I could be mistaken.
That said, I do like the dodge mechanic, it’s pretty nice.
Alright, you definitely brought back my StarCraft 2 addiction for a moment :D I honestly thought I was going to play a full RTS. But the whole gathering and progression feeling is already there, i anderstand after reading the page for instructions and it’s super satisfying to grow your villagers and upgrade yourself. For something made in such a short time, this is seriously impressive work, Very well played
Really enjoyed the proposal. There’s a fun side to trying to calculate the tiles and find small strategies and I played quite a few games because of it. The theme is simple but immediately clear you instantly know a missile means trouble :D Great execution and overall a really good game experience, gj
Thanks for your comment! It’s true that there’s a bit of inconsistency across the UI, and assets. I tried to stick to a consistent color palette, but I agree with you on the overall look.
Thanks for giving it a try even if it’s not really your thing! I’ll definitely keep that in mind for next time :)
Thanks for the test and your comment! I’m glad it made you enjoy it a bit ^^ For the music, there are actually four tracks built around the same main theme during gameplay, one more for the game over that’s more tense, and a calmer ambient one for the menu, still within that same space opera pirate vibe, all sharing the same melodic thread. Thanks for noticing that track and watch out for the kraken!
I had a lot of fun playing it, especially when you get the giant boomerang so big that you can’t even see it anymore, but everything works really well!
After a while, there’s a bit of imbalance on all the stats, but that’s totally understandable for a 3 day project, it’s really solid work. I also really liked the strong art direction with the pixel art style, it works really well.
Very, very good !
Piraaaates !! Yes, I deliberately chose a very small scope to make sure I could deliver something. There simply wasn’t enough time to start working on level design with enemy waves and all that, so I kept it as a pure progressive asteroid experience, with the kraken being a bit hidden and more implied than fully present. I’m not really sure about the game’s balance but I think that’s normal.
I think adding a few bonus shooting pattern variations could make it even better :)
Thanks again for the test and your feedback! <3




