Thanks again for coming back and finishing the chapter! I'm really glad the fixes worked and that you enjoyed exploring the Research Wing and the Containment Hall sequence. It's great to hear that Vance and the Observer's history left you with more questions. Some things are better left unanswered... at least for now. Thanks for playing and for the thoughtful feedback!

BadlyTimed Studio
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Thank you so much for such a detailed review! I'm really glad you enjoyed the improvements in Chapter 2, especially the ASCII presentation, atmosphere, and storytelling. It genuinely means a lot to hear that!
I'll definitely look into the Containment Hall issue and fix it as soon as possible. As for the 0-byte EXE, I'm not sure what caused that yet, but I'll investigate it and try to get it sorted out as well.
Thanks again for taking the time to play both versions and share such thoughtful feedback. I really appreciate it, and I hope you'll enjoy Chapter 3 when it's ready!
Thanks a lot for playing it, I'm really glad you enjoyed the concept! Haha, seems like level 5 is doing its job. :)
I've thought about expanding the game with more levels and exploring new ideas that play around with perspective. It was one of the most challenging but also one of the most interesting parts of development.
I don't have any definite plans for an update yet, but I'd definitely like to come back to the game at some point and see how I could develop the idea further.
And honestly, it means a lot to hear that you enjoyed the game! Good luck with your graveyard game too, I hope it turns out exactly how you want it to!
Thanks a lot! Your graveyard game sounds really interesting, especially the idea of having to manage more things each night. I can definitely relate to the scope creep problem haha. It's easy to come up with new ideas, but finding the time to implement them while keeping the game fun is a real challenge.
For WRONG WAY, one of the challenges I've faced was getting the perspective right. Making the 3D environment look and feel the way I wanted took some trial and error. I'm also trying to create a creepy atmosphere without relying too much on jumpscares.
I'm using Three.js for the game. Good luck with your project.
Hi Antonio! Thanks so much for reaching out and for taking an interest in WRONG WAY! I really appreciate you thinking of my game for your music. 😊
I'm still at an early stage as an indie developer, and both my studio and my game are still growing their audience, so I unfortunately don't have a budget for licensed music right now. However, I'd love to check out your tracks if you happen to have any options available for free use.
Thanks again for reaching out, and I wish you all the best with your music!
No worries at all! I genuinely wasn’t upset or hurt by your feedback. Quite the opposite, feedback like this is incredibly valuable to me as a developer, especially when it comes from someone who takes the time to actually play my game and share their thoughts. I really appreciate the constructive criticism, and I’m glad you pointed out something I can improve. Thank you for the kind words and for taking the time to help me grow!
Thanks a lot for the detailed feedback! I’ve fixed the footsteps, and they sound much more realistic now. Unfortunately, since I submitted the game to the jam, modifying the game files is temporarily prohibited, so I can’t upload the updated version just yet. I really appreciate you pointing this out, and I’ll make sure the improved version is available as soon as the restrictions are lifted!
Thanks a lot for the detailed feedback! I’ve fixed the footsteps, and they sound much more realistic now. Unfortunately, since I submitted the game to the jam, modifying the game files is temporarily prohibited, so I can’t upload the updated version just yet. I really appreciate you pointing this out, and I’ll make sure the improved version is available as soon as the restrictions are lifted!
Hey everyone!
I've been working on FLOOR//ZERO, a fast-paced sci-fi FPS built around movement, momentum, and surviving overwhelming enemy waves.
The idea is simple: standing still is dangerous. Wall-run across arenas, slide through incoming fire, grapple between platforms, dash through attacks, and use your weapons to keep the machines off your back.
What you can expect:
- Fast movement with wall-running, sliding, double jumps, dashing, and grappling.
- Four weapons, each with its own combat style.
- Multiple enemy types with different attack patterns.
- Vertical arenas designed to reward speed and creativity.
- Survival waves, Time Attack, and a training mode.
- Combos and style scoring that reward risky plays and keeping your momentum.
I'm developing this under BadlyTimed Studio, and I'd love to hear what you think. I'm especially interested in feedback on the movement, combat feel, and what makes a movement shooter genuinely fun to play.
Game page: https://badlytimed.itch.io/floor-zero
Thanks for checking it out!
Hey everyone!
I'm working on a first-person psychological horror game called WRONG WAY, and I'm really curious about everyone's projects!
What inspired your game idea?
Was there a mechanic you really wanted to try?
What's been the hardest part of development so far?
And most importantly, are you happy with how your game is turning out?
I'd love to hear about what you're making and how the jam is going for you! It's always cool to see how differently everyone approaches game development.
Good luck, everyone!
Hey everyone! How's it going?
I'm joining Godot Wild Jam #98 and wanted to meet some fellow devs here!
I'm curious about what everyone's making this time, so let's hear it! 👀
- What kind of game are you working on?
- Is this your first game jam, or have you joined a few before?
- What's the coolest idea you've come up with so far? (No spoilers if you want to keep it a secret haha)
I'd love to hear about your projects! Feel free to share a little about them. Maybe we'll discover some really cool games here!
Good luck everyone, and don't forget to have fun!



