"The gameplay loop is VERY engaging. On top of that, the art looks amazing too! Fingers crossed it makes it to the top, this game really deserves recognition."
"I played your game for a solid 20 minutes. I was bummed the latest Doom was not as fast paced as the previous two in the reboot and your game managed to scratch that itch."
Crumb to Dust managed to place roughly 200th overall in the Brackeys 2025.2 game jam, one of the largest and most competitive jams. It placed very highly in both Gameplay and Visuals, ranking 200th out of nearly 3000 submissions in these categories.
Crumb to Dust is a roguelike horde shooter built for a game jam. With the theme being "risk it for the biscuit", I decided to lean into the absurd and have Players fight off escalating waves of undead to protect your biscuit - and between each wave, face a choice that defines the run.
Every wave, players choose from three upgrade cards. The twist: each card has a 50% chance of delivering its downgrade instead. "The GraveKeeper fires 1.5x more bullets - or you temporarily feel twitchy." "Find another GraveKeeper - or enemies move more rapidly." Creating this mechanic under time constraints proved to be extremely challenging, as i had to balance Enemy AI, visuals and upgrades alongside maintaining a level of polish above what is expected for a Jam.
Getting this game to look visually appealing in the short span of a game jam was a challenge. Crumb to dust seamlessly blends standard PBR materials with my own cell shader. Texture work was a strong focus to ensure the environment remained cohesive.
Despite being a jam game, Crumb to Dust ships with a full main menu, tutorial, options screen, high score tracking, and a Discord link. These are easy to skip in a jam context, including them reflects a commitment to shipping something that feels complete.