Grandpa's Grid Too: Detention

co-authored: @stalemeat
Play now on our itch.io!

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Trapped in the detention room, Tiffany and Jessica decide to play a game using the overhead projector. Help Tiffany solve the maze and defeat Jessica's treacherous traps and malicious monsters!

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Features:

-Stunning 20th Century Technology! Making use of a cutting edge 1950s overhead projector, Jessica uses the power of shadow and markers to create her most devious traps ever!

-Grandpa's Grid's back... in pog form! Jessica is using her personal collection of milk caps to block a room's contents before you arrive. But these pogs serve another purpose: they give you a random buff or debuff, so don't get caught offguard!

-Deadly weapons, deadlier monsters! Tiffany's going to need all the help she can get to solve Jessica's maze and defeat the monsters therein. She'll start with her fists, but will need to find weapons if she hopes to survive!

Don't be discouraged if victory seems impossible. Jessica's not messing around this time. But if you stick with it, I'm sure you'll get better and better!

CONTROLS:

WASD - Move
Mouse - Aim
LMB - Attack
L-Shift - Slow movement

No Grapes Games is:

Nathan Caldwell - Programming
Ben Johnson - Programming
Andrew Caldwell - Story
Justin Raimey (Stalemeat) - Art

To play more games or listen to our weekly podcast, visit our website!

Thank you for playing!

Comments15

Silas Reinagel
Silas Reinagel20 Oct 2026, 01:21
This is really fun! I love the mood... feels like a real game in a physical room with a human rival.

The music drives the energy forward.

The controls took me a little getting used to, especially the sword physics... and then I was rolling
smilewood
smilewood20 Oct 2026, 01:38
Fun little game, great interpenetration of the theme! I thought it was the right balance of difficulty and simplicity of mechanics that I wanted to keep trying a few times as I learned the enemy mechanics. The game looks great, sounds great, and is fun to play; fantastic overall job!
orpheus20 Oct 2026, 01:39
very moeful and sounds crafted very well and harmonic
nathmate
nathmate20 Oct 2026, 02:04
Very solid entry all-round. It's been a long time since I saw an overhead projector. The skeletons kiting onto traps was the part I found most challenging. The Fun Factoids in the "overworld" were a neat addition. The music loop was a bit jankily, but I didn't really notice it after the first time.
ectucker1
ectucker120 Oct 2026, 02:57
The animations for drawing in the rooms are super cool, good stuff! And I love the concept of re-using ideas from a previous jam entry as your "Old Tech."

The bullet hell rooms get pretty hard to survive as the time they require goes up, but it's a good challenge.
Neeko69
Neeko6920 Oct 2026, 03:16
Pretty cool simple game, I did wish there were more levels, as I did finish it very quickly. But regardless, it is a pretty well polish game, and I could see being a full complete game!!
digital bacon
digital bacon20 Oct 2026, 11:35
Interesting rogue-like! Love the artstyle and the sounds. The effects of someone drawing on an OHP transparency brings back memories! Excellent job -- well done!
Erzhan20 Oct 2026, 13:23
Love the game and the art is good too.
Nursultan20 Oct 2026, 13:31
Really cool entry! I loved the concept and the overall mood you’ve created here. The controls felt responsive and the gameplay was super engaging for a jam project. Left full ratings!
If you have a few minutes, we’d love for you to check out our game Meow Bomb! 🐱💣 The official LD page has our jam release, but I also assembled an alternative updated build with fixes and a working PC: https://naiper.itch.io/meow-bomb-by-naiper

Cheers!
Roitchie
Roitchie20 Oct 2026, 14:48
This is such a great rogue like. I love the projector aesthetic. Didn't realise they came out in the 50s. We still had them in school in the 2000s. The animations of the hands drawing each room are so cool. I played through it several times to see the different status effects. I liked the dark room one and the sage bubble was especially handy in the bullet hell rooms.

This was my fastest ending

I'll have to try out the original now.
yepJames
yepJames20 Oct 2026, 15:37
Really fun! Loved everything, good job!
Storm_Rider20 Oct 2026, 18:38
Great experienced I loved seen the human hand actually draw the rooms and challenges in the room, very unique concept. I had the most challenge just aiming with my attacks but not enough to ruin the mood. Great game
Honey Pony
Honey Pony21 Oct 2026, 03:14
Very fun aesthetic! I remember playing around with these kinds of physical games when I was younger, including e.g. making paper pieces to move around, and it's fun to see that concept realized in this way. I think it would be cool to have a little plastic frame around the pieces as they move, as I seem to remember you could usually see the edges of the plastic sheet.

For jam purposes, I appreciated the somewhat low difficult of the game. 😄 I did realize after doing a second playthrough that I may have been somewhat lucky with my first one. Either way, it is nice for a roguelike to not be too punishing specifically in a game jam context. That said, I think thematically the low difficulty of the game clashed with the story where apparently Jessica has been beating us handily for years.

I think the weapon system is a bit awkward. My first game, I did not see a single weapon other than a sword, but did see multiple "spear breaks." My second game, I saw a single axe (still no spears), and I saw probably 6-8 weapon breaks, including an axe break that broke my axe. So, it seems like using any weapon other than the sword is asking for trouble, and it's difficult to find one in the first place. And I couldn't find any meaningful reason to use the axe... even after getting a damage upgrade, it was still just barely short of killing enemies in one shot. So it was actually worse than the sword for taking out normal enemies, but could maybe be more efficient in a boss fight. So, I think if the weapon system is going to be so punishing towards ever picking up an axe or spear, they should have some benefit to go with it, but I'm also not sure there is any reason for the system to be so punishing. From strictly a variety of gameplay perspective it's kind of awkward how hard it is to find and keep a spear.

But speaking of variety of gameplay, I really enjoyed the different variations of rooms in the game. Having both the enemy combat room plus the bullet hell room was a really nice set of options for keeping the gameplay more interesting, and having the darkness modifier that would go on top was also nice.

I found the boss pattern I got in my second run (basically a huge circular set of bullets with thin gaps in between) was very difficult to dodge, and I ended up just tanking it and spamming attack. Maybe this is where the axe would excel (it had broken before then). Not sure what to say about that, I just thought it was interesting that the boss I got in my first playthrough was quite manageable but this pattern was very very difficult to dodge. (Update: I played this boss again on a third run and found a way through the pattern, so maybe it's not actually that hard).

I love the little circle icons / bottle caps for the upgrades, they look very cool.
tigerj
tigerj21 Oct 2026, 13:24
This was an absolute blast and I'm glad I caught your posts on bluesky to find it.

I take damage sometimes getting coins when the map zooms because I'm old probably and my vision sucks. :)

I also think a small heal consumable would be appreciated by players to help in tough situations. I really want to play this again but I have to get to work soon.

Thanks for making and congrats on the finish.

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