rradu 2023-05-02 01:57
Really amazing game! A lot of innovation here with a fresh and interesting concept.
Foon → Ludum Dare Explorer → LD53 → DETOUR
By nozomu57
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 25 | 4.32 | 103 | |
| Fun | 19 | 4.37 | 103 | |
| Innovation | 8 | 4.45 | 103 | |
| Theme | 131 | 4.35 | 102 | |
| Graphics | 502 | 3.82 | 102 | |
| Audio | 256 | 3.76 | 100 | |
| Humor | 751 | 2.81 | 88 | |
| Mood | 578 | 3.55 | 97 |
Really amazing game! A lot of innovation here with a fresh and interesting concept.
This is a very strong entry. I thought the power cord mechanic was very clever. I think having a few decoy pillars around - ones that can't be used to solve the puzzle successfully - would make things more challenging. Darn tricky to take into account all possible approaches for every pillar, though.
Great job!
really really clever take on the theme!
Extremely fun and interesting concept. A couple more levels and it's good enough to charge people a few bucks for.
The game has an interesting and engaging main mechanic that keeps me engaged. There is certainly potential for further development and expansion! However, one downside is that the difficulty scales up very quickly... Overall, it's a solid effort with room for improvement.
Amazing mechanics, interesting to see the code behind the rope! Simple graphics and nice soundtrack are making the day! Maybe there should be some checkpoint-like things, because it sometimes angers to run a few kilometers again after some mistake =D
It's perfect. Simple, clear, builds well, on-theme. Great work! I do wish there was a "rewind 3 seconds" feature since dying can be frustrating when you're right near the end :p
I am absolutely in love with this game design. It must have been such a struggle to get the rope-coding working correctly - but it performs perfectly, is very satisfying to use, and sets up some wonderfully engaging scenarios.
I can't gush enough about how much I adore the puzzle design here. Good puzzles are so time consuming, and nearly impossible for jam games, but yours feel so well crafted - you truly have a talent!
The way the wire pins to corners, allowing the player to only have to reason about a handful of angles at once, allowing them to solve the problem one step at a time - it just works so gosh-darn well. And the addition of the few agility-based elements? I loved every second of it.
Also - On the home screen - I recognize that friendly face! Love his design - traded his rose in for a deliver box! And the confetti and end screen were such adorable touches too.
The backgrounds are so wonderful to look at - such an excellent choice, providing a bit of a reference for the player to compare their lines and angles too.
And the music is a total groove too!
Truly innovative - fantastic work!
Unique puzzle game. Mechanics are really good and nicely executed. Really liked the touch of different boxes for different levels.
Simple and nice, clean art, level 5 was a little hard for where it was unless I'm stupid
I thought this was fantastic I wasn't convinced at the start that you could find enough interesting variations of this mechanic but I was very glad to be proved wrong as i worked through the levels.
I absolutely love this. The controls and art style is simple, and yet it strikes me as incredibly well thought out. The soundtrack is addicting and fits very well. The puzzles are clever and you have to stop and think as they are not always as easy as you initially think. Additionally, the smooth animations/transitions are the top of the cherry to this absolutely incredible game!
Unique and fun. It's was counter intuitive to walk around in circle before you pickup the box but that's the fun of it!
Very interesting mechanics, I cannot say I saw much puzzles like that :) It looked nice, the level design was clever, the gameplay engaging and the difficulty was quite well-balanced (which is not always easy in game jams). It was enough hard to avoid frustration and keep me eager to beat the level :) Great job!
Snímek obrazovky 2023-05-02 v 22.50.26.png
Very new and refreshing idea, love it. after a while the puzzles get easier, you start to know the way they need to go. but a very nice game
Thanks everybody for your warm welcome of our game! It is a real pleasure reading through all of your comments (did it like 100 times already, especially your comment, @ugly-robot :heart: ). I always thought that I was capable of doing good level design and making interesting mechanics, I cannot stress enough how reassuring it is reading this from other players :)
@nozomu57 ♥ you are most welcome! You should be very proud!
Also I argee with you, @daniillenin @the-neon-shark, "rewind back a bit" would be a nice touch (could be an option between "rewind 3 sec" and "restart the level").
Also @daniillenin I am hesitating to show the code behind the rope because it is an absolute mess (could maybe open my repo with this game on github though, if needed), but I can explain how I made it. Actually almost no physics, purely math: 1. Have a Line2D object (I am using Godot). It's just for visuals. 2. First dot (line is drawn between all dots, one by one) is charger, last is player. 3. Always have Area2D for collision detection for each of the segment of line (between each pair of neighbour points) 4. On any dot position update, reposition Area2D-s 5. Each pillar has 4 special collision objects inside each of the corners. On collision with rope, send corner's position to rope, and add a new dot right before the last one (player's dot is always last). 6. Remember which side of the rope touched the corner. 7. On point positions' update, compare angle between last pair of points and another pair one step back (without the player). Dependent on the side we touched the corner, wait for one angle to become greater or smaller that the other, and then we can unsnap from the corner and delete the point!
It may sound complicated (and in fact it is even more complicated and has lots of "ifs"), but yeah, I didn't like the goofy physics implementation so I had to write a smooth math one :D
@nozomu57
Thats much more simpler then i supposed! I thought theres some overmind-level maths calculating box borders and drawing rope's shape =D
Very inovative. The puzzles are well put together and fun to play. Very soothing music aswell ^^ Great job
really cool game
This is my favorite game that I've played from this jam so far. The concept is unique and you did a great job designing the levels to be a fun challenge, but not too hard. I could truly play this for hours if the levels kept getting larger and more complex, well done
I don't know if you were inspired by some other game, but for me this is a great example why game jams are ideal to come up with new concepts or mechanics and try them out. And this just works perfectly. I just found this gem from my "opening 10 games in new tabs at random no matter the thumbnail" and I am so glad that I did open this (nothing to say about the thumbnail, but with all those game here I probably would never have played it ;) )
Also one last note would be to maybe think about unlocking all levels form the start for a game jam. It can be frustrating to be stuck on a first or second level and then be unable to see the rest of the game. But this is obviously only valid for a game jam where you want as many people to see as much of your game as possible to get the best feedback.
@noskro thanks a lot for your feedback, I am glad you liked it! I would unlock all levels, but I don't know if this is an "allowed post-fix" or not.
Also I have a question about thumbnail, haha: is this about overall appeal and quality, or should I for example put gameplay element at the back (ex. robot walking around the pillar with its rope around)?
@nozomu57 yeah, I also don't know about the rules. Maybe just leave it out. It was also ment more in general. At least that's what I learned that for puzzle games or basically any game with levels it's better to unlock all levels for a jam form the start. And since then I always comment it when I see it. Not trying to say "I am right", but just somethign to think about :D
Also I am super bad at thumbnails (and graphics). So I am probably not the best one to ask. I do like what is on your thumbnail. The art and the background look great. It just feels a bit empty to me. I would probably add some elements from you game to it. Maybe the power line around a block on one side and an enemy on the other. But that's just me personally. And I'm not an expert at all :D And this jam our thumbnail is just white text on a black background :D So... yeah not sure what to say
Probably my favourite game so far, one of the few I've played to the end. This is a strong entry. I really liked the core mechanic of the power cord and the puzzles were really well thought out especially for 3 days. If I could have played more I 100% would. Kudos!
Awesome game. There is a neat, refreshing and easy to understand concept. The game is well implemented, thumbs up for the rope system. Good music. Great level design, some time involving some movement skill too but I never get confused when it was needed or not.
Congratulation, You dead a great job !
I fell in love with the level music, Such groove! Really fun puzzle game with an interesting mechanic! Congrats!
Great little puzzle game. Could defiantly be a mobile game with relatively little extra work. Well done!
One of the games that I would want to play more and more if there were more levels! Good puzzle design and being able to solve it multiple ways doesn't hurt it and helps the gameplay instead! Good balance between challenging and relaxing.
The only thing is I would have loved mouse/touch interface to just click or hold drag where the character is going, being locked into 45 degrees was a bit frustrating at times.
Wow, what a wonderful puzzler! A great mix of directional and timed obstacles. After the 12 levels I was a little sad there weren't more. :laughing:
If I had to nit-pick for criticism I'd say the order of the puzzles at times felt out of place, where I'd get what I would consider a difficult puzzle followed by a medium puzzle, rather than ramping up the difficulty.
Additionally, while I really enjoyed the excellent music, I would've loved some additionally sound effects for moving around, dying, picking up the parcel, delivering successfully, etc to really drive home the *game juice.* All in all it already feels pretty polished, save for that.
An excellent entry, thanks for this!
Really nice game! I was surprised by the quality of some of the puzzles. Played through the whole thing. I think you could easily develop this into a bigger game, the mechanic is simple, but there seems to be a lot you can do with it. Great work!
Really lovely little puzzle game! the last level took me for a loop :) Great entry well done!
The mechanic of "you can't carry the box through your line" was not really communicated as far as I could tell. A way to slow down would have been nice since it can be difficult to squeeze through tight spaces at the current walking speed. Still, this is really fun and probably the best puzzle game I have played in LD53.
@flaterectomy thanks for the nitpicking, it is equally as valuable as praise! About varying difficulty: I agree, sometimes it was because I wanted to introduce ideas one by one but players accidentally learn tricks too early, sometimes it was because I mixed puzzle levels with agile ones (and those have varying difficulty for different people), and by the end (11-12) it was a design choice, “upgrading the same pillar setup”.
About SFX: you are also totally right! I tried to squeeze in some sounds during last hours, but any jingles or sounds I tried conflicted with main music, so with a heavy heart I decided to remove any SFX :( Still a must-have for a complete experience, just required too much fine-tuning which I didn’t manage to fit in 3 days.
Awesome puzzle, got the pizza! I was surprised how the simple mechanic can scale in difficulty at first, but after another level I think I saw everything that the cube can offer, since it is just a line afterwards. So the curveball with moving with the "avoid these guys" was a nice touch - I don't really do puzzles that need precise timing instead of logic, but it was needed in this one.
From my point of view the level design was great with the mechanics introduced and the next step would be to introduce some disruption to the straight line mechanic - not sure if it would work but maybe let the cube rotate or move at least up/down might be enough of a change of pace to move with another few levels. Possibly add another "checkpoint" cube that lets you start from that point instead of the starting one, or play with maximum lengths. I think this idea has tremendous potential for puzzle minigame :)
One of the best entries I tried so far (sucker for puzzles, thanks for the game!)
@firespike33 thanks for the kind words!
As for “you can’t carry the box through your line”… there is actually no such rule :D Probably just some bad timing of touching bad guys with your rope or yourself, and that tricked you into thinking this is a thing. But if I were to make a full game I’d make sure to include an early level where you need to cross your wire with box in hands.
@prostone thanks for such a detailed feedback! Disruption mechanic is definitely what this game lacks, I’ve spent the whole second day trying to come up with something worthy and also not too tedious to implement. My ideas were “limited cord length”, “ability to delete pillars” (so that wire can instantly snap to new position), “moving pillars”, “wrapping around charger”, “not being able to cross your wire”. Some of those were too time consuming to code, but mostly it was that I wasn’t satisfied with them enough. Like, I needed something that would add a whole new dimension of complexity, and not just give 2-3 more unique levels.
In the end I decided to just polish base mechanics and spend time on tuning the existing levels.
@nozomu57 Weird, I was sure it happened to me multiple times in level 10 but sadly I can't remember exactly how.
Really clever game! The mechanic has a lot of potential!
Love the game, but I think it should have been more puzzle-ish. It's always obvious what I have to do, in every level. Because there are not so many possible routes for cable. So we basically just execute instructions, which is ok for relaxing games but you made it frustrating by insta-killing from every touch and by making aggressive timings in some levels. So it is a mismatch of genres and moods, if that make sense.
All above does not affect score, it is just my thoughts. Game still very good as is.
Can't wait for the post jam version with at least a few more levels ^^
These mechanics are clever! Using both puzzle-like mechanics and dynamic avoidance timing really creates an interesting challenge.
Absolutely brilliant puzzle game. Some of the levels got me stumped for a few minutes before I realised I was looking at the problem wrong, then felt smart for figuring it out - exactly what you want out of the genre!
Really liked it :-) Puzzles were really fun :-)
Great game with super fun puzzle mechanic. My feedback would be to make spikes smaller in size (maybe make everything smaller) since it doesn't affect the puzzle solution but helps prevent random deaths caused by a lack of precision from the player. My least favourite levels were the ones where you had to be precise. But the rest were really good and I had a lot of fun. There is a good potential for a puzzle game here.
Its so simple yet so complex! I had to take some time to think in order solve some of the puzzles. Very well done!
15 levels in a row. Your game is my fav jam game! nice, simple, good puzzles, catchy tune (even for the thank you screen), no boring transitions, just fun and rewards. Congrat! :clap:
Great submission! The puzzles were really fun and had a nice pacing. I think the most fun part of the game was finding the paths for the rope. But the movement I found a little frustrating. It was a bit tedious to go trace your path again after dying. I think I may have liked the game more if I could have just used the mouse instead of the arrow keys. Then I would have been able to re-trace my path quicker, and dying would feel less punishing. This issue wasn't enough to keep me from enjoying the game though. Overall great game!
Amazing entry, loved the game design and concept, and how you fit them to the genre. It`s an interesting mix of action and puzzle, and sometimes I questioned myself if I should be faster and more precise or I got the wrong solution, I think that it would be good to not rely on too much precision or fast actions and focus on the puzzles. Amazing game!
*Wow*, very nice! The music the graphics, the gameplay, all of it. Extremely impressive! I tried to find something to give feedback on, and the best I could come up with is maybe not spawning quite so close to the spikes sometimes. Really, though, spectacular game!
What a lovely little game! Graphics and music were very charming, as were the mechanics. I like how simple they were, and yet there's a lot of depth. I wish the game were a little more about puzzle solving than timing and movement, and I found a few gaps a bit tight for the character's speed towards the end - but overall a very fun experience, congrats!
Very nifty little jam game! Had fun with this one. I actually managed to beat level 12 without looping the wire around any boxes at all, haha. Love the covert art too, nice work!
This is a 12 out of 10 entry for me. Amazing puzzle design with super polished gameplay. Simply perfect :) I wonder what's your process for designing these interesting levels?
@daivyishere thanks a lot, much appreciated!
About the process of designing levels. I even considered writing a blogpost about creating these levels, but in the end it boils down to this: "Each level should be unique in *some* way and either introduce some new idea, interaction or mechanic (I was workshoping ideas for first half of the jam in between coding, hyperfixating while eating, walking in park and even trying to sleep); then let ADHD kick in and chaotically reorder objects in all levels at once for 5 hours until most sequence breaks are gone and you are satisfied with the look" :laughing:
And in general: thank you everybody for the feedback, both for uplifting and for constructive :)
@kevin-scroggins @thefatgalaboo @chris1919 @maximbegunov @salyon @kohcepba special thanks to you for specific suggestions on how to improve the game! I am definitely with you on most of the points. This game would benefit from more fluid controls (maybe holding mouse in the direction you want to go), and I definetely should address the frustration from restarting deep in the level.
If this game scores good enough, I am considering polishing it, adding more levels (and most likely mechanics) and making a full release.
This is a really great concept and execution! I'd say my biggest gripe is the moving enemies; at least for me it seems like they're trying to turn what is a really cool puzzle game into more of an action-y game, which doesn't really fit imo. Other than that though really cool!
What a fun game! Here is some feedback:
- I like how the cables are part of the hitbox, making it more difficult to navigate - I like how you can time certain parts - The level select screen is a very nice addition for these Ludum Dare entries - The graphcis are very well done. I just came from your post a few minutes ago.
Screenshot 2023-05-07 165351.png
Really nice game, definitely stands out from the majority of the games. I loved the mechanics and the puzzle designs, even though I am too bad for some of them, as I just couldn't beat #9. :sweat_smile:
Quick technical question: Did you use Godot 4 or 3.x for the game? If Godot 4, how did you get the Web Export embedding to work here?
@slimefriend yep, judging by the comments it would be nice to have puzzle aspect separated from action. I just wanted to explore the whole package this core mechanic can provide, so I mixed two genres. I still find it a fun combination myself, but I also understand that the main strength of the game is its puzzle aspect.
So if I were to do the full game, I'd most likely make a "main" game only with puzzles, and all action levels as an "extra content" the player can decide to just ignore. Either as a separate mode, or maybe as "hell-versions" of normal levels :D
@stesim thanks for the kind words!
I used Godot 3.5, because it's what I did my previous game with ([Fox Tower](https://nozomu57.itch.io/fox-tower)). My next game will definitely use 4.x version, but for the jam I wanted to stick with what I already know.
Totally love this game, such a cool idea and really right level of difficulty. Next step, maybe a version in 3D? :smile:
Exelent level design, i really enjoyed playing it, congrats!
Really clever puzzle mechanics and the level designs utilise them / show them off really effectively! Such a solid game!
brilliant game.. great puzzles.. art and music fit nicely.. great work !
@nozomu57 Thanks for the reply. Sticking to what you're used to was definitely the right choice. I switched to 4.0 after the official release and can't imagine going back, even though there are still some issues.
I just played a bit of Fox Tower, it was really nice. Keep them good games coming. :smiley: (I'm quite certain that I've seen the game somewhere - most likely r/godot if you've posted there.)
Nice small puzzle game (with a pinch of arcade). Not that challenging, but quite interesting and innovative.
The game's puzzles were challenging, yet not frustratingly difficult, which made it enjoyable to play.
The game mechanics were well thought out and added to the overall experience. The aesthetics and design of the game also added to the overall enjoyment of the game.
Overall, you did a great job creating a puzzle game that fit the theme of the event and was enjoyable to play.
Congratulations!
Wow! Super satisfying. Super polished! I really liked level 10 in particular where it was like "so you got the box now..." now what. I really liked how your past decisions to get the box influenced if you could then deliver it.
Out of curiosity, was the original idea that you were going to deliver power? and then that changed to delivering packages?
This is the best entry I've seen so far. Wow so much charm to this game <3 The game mechanic is simple and incredibly smart. Super simple graphics but they fit the concept really well. Great to see this level of quality in LD!
Great puzzles. Is the delivery box supposed to be a collision object or not? I've seen the game do both. Otherwise, the game is super fun.
@jacobingalls thanks a lot, glad you liked our game!
Speaking about the idea, I don't know if you wanted too much of details, but I still wanted to share :smile: 10 years ago I had a small alpha-build of an iPad game, where you control two charges with two fingers, and there is a wire between them. And you have to extend this wire as much as possible to score good, but the catch was -- you had to avoid moving deadly dots (and collecting good dots) at the same time.
mmNeOyQigjU.jpg
I never got to finish that game, actually. I even came up with an idea of how to make it computer-friendly: fix one charge in the center and you only move the other charge. But I just lost interest in it after some time: I tried to come up with mechanics, but it was not engaging enough.
So, this jam I, among other things, went through my old ideas, and remembered that game with charges. After some fiddling around and thinking how to add "delivery" to this mechanic, I came up with an idea that you can have some certain destinations where the free charge needs to go, and not just some abstract "stay spread". And then the puzzle aspect with bending the wire just naturally came in as a complementary feature alongside main idea of "spread the wire and avoid moving enemies". Funny how puzzle part quickly became the main appeal and route of development, haha!
@hwaet you would not believe it, but both :D Moving it halfway inside the robot was a fast and brutally hacky way to kinda balance the frustration from bumping into enemies while moving around with the box.
Godot_v3.5.1-stable_win64_3tDMOy8rxV.png
@nozomu57 Neat! It's cool how you were able to be inspired by your past work. For our game this year, we had to actively avoid making games we've made before! Your screenshot looks like it would be a fun game, but I can see how it would have been hard to continue iterating. Part of me sees the potential of kind of inverted breakout game where some particles are absorbed, reflected, and hurt you. Thanks for sharing!
This is a super fun and super polished game! It takes some courage to work on a fresh mechanic like this during a jam this short, lots of thing that could go wrong... Great job and thanks for the little devlog post!
Absolutly brilliant game. I just loved it. My favorite entry so far. Great job!
I love it! I never got to do this in a game before. Everything worked pretty great and was easy to follow. Level 10 got a little crowded and it was hard to squeeze past some things but that's my only complaint. Congrats on the great entry :)
Great job! Rare to see a puzzle mechanic I've not seen before, executed very well. Bravo!
Very nice entry, good job to all three of you, every part perfectly fit. Level 8 was the hardest for me, it needs a little more "action" (being quick) than others, but at last, you beat it more with your brain than with your fingers. Would like to see more. Following...
Cool game! I liked the puzzle concepts, although I wasn't a big fan of the puzzles with moving enemies. You managed to give me several 'aha!' moments though, which is rare for a jam game. Well done!
Loved it - got to level 10! Really great, well put together game with a solid presentation. Couple comments:
- Level 8 was definitely unexpected - I felt it relied too much on dexterity as opposed to puzzle solving. - Music was great, but game definitely could have used more sound - On some of the longer levels, having to start all over when messing up felt needlessly punishing. Not sure if there's a way around this (resetting to the last corner?)
Still, great game!
@dxk2294 thanks for the feedback, much appreciated!
As already mentioned above, in the normal release I would put all agility-based levels as a separate pack or more likely as "hell-versions" of normal puzzle-levels, but for this jam I wanted to explore the full specter of what these base mechanics could provide to the level design, so I ended up with such a mixture of genres.
And about longer levels, most likely the most elegant solution would be to make a checkpoint at the moment you pick the box (with a possibility to restart completely). Reverting to the last corner is of course even closer and I'll definitely test that, but in case of completely wrong route it would mean you'll have to unwind the rope, which could also be frustrating. Could be also all of the implementations at once, either with different buttons or different amounts of click on "undo" button.
Really liked this one. Easy to grasp and fun to beat.
I was pleasantly surprised by the game! very polished, gameplay very very good, simple idea and very well executed, I really liked it, congratulations!
Really great game all around, innnovative, very polished, amazing! And such a banger soundtrack!!
This was really nice! Sooo great work! <3
Original fun and amazing!
Great game ! Nice puzzles, I liked the art and I think the menu/gameover soundtrack is so cool ! Very nice entry, good job !
Awesome game, great puzzles, great music, and a really unique mechanic! The only thing missing was sound effects.
Very innovative. I love seeing new clever game mechanics. The only thing missing was some more level diversity (including music).
Fun little puzzle game!
Clever! I like the rope-physics and the use of simple shapes and bright colours for the graphics (I know a thing or two about doing that too hehe!) The music is also very awesome indeed!
Fun, enjoyable puzzles, I like the implementation of the core mechanic, it's well done. I think there's a parallel universe where you do this with a completely different graphic style and it comes across way better, "random objects hovering in void" seems a bit too "mobile game" to me for a puzzle game of this quality and it would be nice to have a style in some kind of world rather than just objects. However, the core mechanic is pulled off very well, the puzzles are designed well, it's nice
My only major gripe is that that instantly flipping hurtbox on the crate is dastardly, that's gotta go, or at least my character should slerp to the rotation instead of being instant so it feels somewhat fair. As it is just immediately flipping to death is too harsh for a game that's meant to be a puzzle game and not a twitch physics game
I actually really liked this entry but I think it just needs a bit more balance and to know what kind of game it's trying to be and balance around that rather than trying to be a bit of everything
Never played a game with this mechanic before, but I liked it a lot! Some portions require a bit of fast reaction, but not too much so it still feels like a puzzle. Flipping the head from left to right for ex can have unexpected consequence of hitting something, that's just a tiny issue. I solved it all the way. Great game!
This. Game. Is. So. GOOD!!! Seriously, please make a full game out of this. The primary mechanic was super inventive and unique, and it lent itself really well to puzzles. I loved the occasional quick action levels where you had to do something that put you in harm's way before an enemy returned to cut off your charging line. Each level had a new and interesting challenge, and my only complaint is that there wasn't more. Top notch presentation, super involved puzzle design, and a really unique gimmick. Amazing job!
@aurailus thank you so much, for taking time to comment! I love to come back to your stream and re-watch live reactions to levels :) The “if it’s compo I’m f****ing screwed” is the best appraisal I could have :laughing:
I’m already thinking about full release btw, having such a big room for improvement and so many ideas for unique mechanics.
Honestly great game overall, pixel art could be touched up a bit, but the audio was great, I felt that lvl 4-5 had a huge skill gap which threw me off. The "gimmick" of this game was innovative, didn't fit the theme a lot but got the job done. While playing assuming this isn't in a later level (I didn't finish because I wanted to write this before I forgot) I thought what if for the steam release presented in that post maybe there could be levels where you control 2 bots and the other bot goes in the opposite direction. I think that if there were multiple songs that would shuffle it would help with some of the repetition factor, maybe you could throw packages; as a certain robot that certain levels would have. Again amazing game, hoped you liked my ideas and have a good day! :D
Awesome game! I just played it after seeing your post about the Steam version, I liked it a lot! Very well done :clap: