Really enjoyed this one! Great job pulling off a game of this scope in just a few days. Definitely had me captivated until the end. I liked the selection of upgrades you created, and the music you've made is spot on with the theme.
Play game
ITER2's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #3 | 4.111 | 4.111 |
| Use of the Limitation | #5 | 4.111 | 4.111 |
| Overall | #5 | 3.917 | 3.917 |
| Concept | #19 | 3.722 | 3.722 |
| Presentation | #34 | 3.722 | 3.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Isaac Brewster
Software used
Unity, paint.net, FL Studio
Use of the limitation
You can upgrade your character infinitely to become ridiculously overpowered
Cookies eaten
Some leftover Christmas chocolate
Comments
Wow this game is the #1 of this year so far when it comes to getting that sweet dopamine. After every run I felt noticeably stronger and later on upgrades became so utterly broken that my PC could barely keep up with it. What an amazing game, definitely the #1 for me this jam!
Great game! Music is fitting, game looks very nice, shaders are done verY well! The amount of stuff is here is amazing for 3 days! Spent quite some time with it! I even got 100% discount. I didn't finish the game because I couldn't find the baby worm (skill issue) but my bounces and 0 cooldown comp + nearly 100% damage reduction would FRY LITERALLY ANYTHING. Overall had a blast. GG
Glad to hear you had so much fun, and good job on getting your discount all the way up to 100%! You would probably destroy the final boss in less that a second, but if you did want to give it a go, the baby worm spawns out the head of the defeated Omeggadon every 30 seconds or so. Thanks for the comment!
This game was really fun and polished! I really like the progression and gameplay loop.
I have a suggestion for the web build. Pressing esc to quit expedition forces the game to exit full screen mode instead for itch, it sorta breaks immersion for the player. Once full screen mode has been exited, only then can esc be pressed to quit expedition. I also suggested the same thing to another entry for this jam, and they changed esc to tab. Up to you though! Besides that, this game was great :)
Heyy I really enjoyed the power ups. Just executed the limitation beautifully. The whole game felt very large and well made within 3 day jam period ! Good going!
Interesting upgrade options. Starting out super weak and becoming completely OP is a great feeling and fits the theme perfectly. The intro was super good, too
Great variation in upgrade paths and a very comfortable climb from crawling through the abyss to feeling genuinely, insanely strong and holding off the hordes of enemies. Really well executed and has a good lifespan given the different enemy types - far, far beyond the scope I was expecting when I came into the game. I'm not sure there's much to add that the other jammers haven't already touched on - just a fun game and nice achievement for a few days of coding. Great work!
You nailed it! Really great game. Super ridiculously overpowered. I almost played through the whole thing. I raised my bullet splitting too high so when I shot at the first boss, all the bullets split on it, then those bullets split, then all those bullets split like an atom bomb and it crashed the page lol. Ridiculously overpowered I love it.
Great presentation! The intro was really fun and the game visually looks really clean. The UI looks really solid, the music and sound effects are great. And I love the variety of powerups you get too! There's a lot of cool design decisions in there that make all the powerups really useful. It makes the early stages really fun when you can really try to min max your time and shots with the wall bounce and piercing shots.
It's REALLY REALLY good and has tons of content for a three-day game jam and is really fun but sometimes the screen can get a bit cluttered especially because the gems are similar colours and shapes to the things that damage you. I wasn't able to see the ending so I'm not sure if it's there, but it would be really cool to see how many days in you are and how many iterations you've been through as you're playing! I'd like to see how quickly I can do it haha! Great work!
Thank you for the lovely review, you're the first person who's said they liked the intro so I appreciate that a lot haha. I can see where you're coming from with the screen clutter, I'll definitely look into a fix for that after the jam, maybe a setting that lowers the opacity of less important sprites, like your projectiles and gems? There isn't an actual ending other than the warning message changing after you've beaten the last boss, but I'm definitely not against the idea of adding something proper. And the iteration counter is a really great idea too. Thanks for the feedback!
The game introduces its core loop clearly and has a strong overall game feel from the start. The particle effects are well-tuned, giving attacks a sense of impact without creating visual noise. The UI is clean and readable, and the infinite upgrade system supports the overpowered theme in a meaningful way rather than feeling arbitrary. A solid iteration with a well-thought-out progression loop.
Man, such a great example of numbers go up = POWER!!! Really enjoyed the sense of progression, and how broken my build by the end of it was hah!
It feels weird to even mention since its so impressive already, but I feel like some minor tweaks and this game could really work beyond a gamejam. I also imagine a lot of these are obvious (if you had more time, hah!) but I'll mention them anyway just in case, cause I really wanna play a version of this with more QoL hah.
As others have mentioned, the ability to bulk purchase would save my cramped hand lol. Also, even though it ends up not mattering all that much, being able to see/know how much health or time you have left would be nice. Similarly, its sometimes hard to discern the red bullets from the red pickups. Also the intro could be shortened in general, but especially after the player makes progress (this might be happening already, but it could ramp up I think). Also, later on, there could be way more spawns at the start, cause I found myself sitting there waiting for things to get going a couple of times. In general just more player feedback would be really helpful. The homing shots end up making it hard to hit that actual stationary boss as well. I could also see a version of this with some more autofire options (which the bounces basically do, but not if you move around). I also initially didn't see the baby worm and spent the rest of that run spamming dash and spinning around the map til I got dizzy, hah.
None of this takes away from what you have here though, really nice work!
Very helpful feedback, most of which hadn't occured to me but I appreciate very much! I definitely intend on returning to this game after the jam, and implementing fixes for all of the points you mentioned. Bulk buying is a must, your health is indicated by the opacity of your cube but a more visual element would be nice, red pickups are definitely not my best idea haha, a way to skip the intro is 100% coming, maybe an upgrade that gives a temporary time multiplier to speed through the start? Adjustments for homing so it focuses bosses, an option for auto fire (good idea) and maybe add a trail to the baby worm. I really appreciate that you enjoyed my game so much to write such a detailed, helpful comment!
I think this might win the GJ, although it might also be too early to tell.
I ended up crashing my game shortly after beating the first boss! The issue is that bullet-split and bounces means that by the time you beat the first boss you're really only one or two games away from being able to fire a single shot at the start of the game and instagib anything that comes on screen afterwards- which is still a lot of fun!
Holy hell. Played for like 45min-1h straight, almost "beat" the last boss but sadly the game crashed on me, I guess that's what happened when you have 3k level in almost every skill and maintain the click for less than a second...
The first boss corpse also makes all the bullets home toward him, causing the split to happen a lot, the game engine was begging to explode at time.
Amazingly done and probably the best game of the jam I played and will play in term of progression, theme and gameplay. I only wished I could have screenshot my stats before the navigator crashed on me 😭
(Please please add some way to buy levels in bulk, my autoclicker was working overtime to spend 300k gems by the end + the skill price reduce is the most ridiculously overpowered upgrade in the game I love it🙏)
Sorry about the crashing haha, optimisation will definitely be a focus post-jam so you can have the most even-more overpowered character possible. The game does save progress so your stats should still be there. You do unlock a bulk level buyer after beating the last boss, but I think it's a good idea to unlock it from the beginning instead. Glad you enjoyed the game, and the skill price reducer!
Not having a cap on the levels is a wonderful thing, so much potential for carnage! I could easily lose hours to this (and fully intend to once the jam is over and I have more time!). Really nicely done
Wow man that was really nice! I loved playing through it! The intro was definetly too long, but i guess it was also good as it alloed be to get used to the game before it got more intense. It felt really nice to go from super weak to super op haha, i love the concept and genre
You made a game within my favorite genre, so I was already hooked by the gameplay loop and level ups. I was surprised to see how many upgrades you managed to include within such a short amount of dev time, nice work.
I took your advice and focused on gem multipliers. Also, increasing health obviously allows you to survive long enough to encounter bosses. The gem multiplier is a nice way to expedite level ups, so I always went for that first. I did find myself wanting the power scaling to happen at a faster rate. Upgrades to my dash cooldown and damage, for example, felt pretty negligible. With so many upgrades, it becomes harder to balance that feeling of being overpowered without the gameplay feeling repetitive since you need to keep replaying the same thing to make a noticeable difference. You really have to sink a lot of gems into your upgrades to feel that significant power boost.
Also, the intro to the game felt too long and is unskippable. This is just a personal preference, but when I load up a game I want to have a choice whether or not I have to read/watch anything. I really enjoyed the game though, and the music added a lot to the experience!
Thanks for the feedback, it was difficult balancing certain scalings, as most are multipliers, they can ramp up pretty quickly, so I didn't want players to break that barrier too quickly, but I also understand this is a game jam game and voters only have so much time they can put into it. And sorry about the intro lol, I meant to make it skippable but it's just one of those features that got lost in the rush, hope it wasn't too frustrating. Glad you enjoyed the game anyways, and the music too!








Leave a comment
Log in with itch.io to leave a comment.