Shipping Schrödinger's Cat by Hjalte 2020-05-03T08:42:10Z
This is cool! The mechanic is simple, but has much potential to make various levels. Also I love the art style. It is funny to see the boxes and the truck vibing to the music. Good job!
Foon → Ludum Dare Explorer → Users → Notan Lemon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Star Sweeper | jam | 337 | 3.73 | 3.69 | 4.04 | 3.88 | 3.40 | |||
| 2021 | 48 | Deeper and deeper | Cutting Edge | compo | 148 | 3.84 | 3.84 | 4.03 | 3.61 | 3.11 | 2.52 | 2.67 | |
| 2020 | 46 | Keep it alive | Goat Rider | jam | 1304 | 3.47 | 3.28 | 3.81 | 3.09 | 3.51 | 3.53 | 3.17 |
This is cool! The mechanic is simple, but has much potential to make various levels. Also I love the art style. It is funny to see the boxes and the truck vibing to the music. Good job!
This is awesome! When I first saw a level with multiple cubes I thought this game would be horrendously difficult. But this game was well-designed to make the difficulty curve smooth. Each level has dead ends or narrow spaces to let cubes stay so the player can focus on one cube. It was satisfying to control these cubes at my will. Also the storytelling was really good. I love this atmosphere mode by the narration and the music.
This is great! The mechanics are simple and easy to understand, and yet the game is challenging. It is nice that this game is not the type of "I made this game as difficult as possible Good luck". I feel that you made efforts to let players beat it, like taking a lot of empty space in earlier levels and cutting some corners diagonally.
Efi corners.png
Also I love the art style and the music. Great job!
Wow this is amazing! Though I couldn't understand what's the goal of this game, I still enjoyed the aesthetics. The manual was great too. Also I found a bug in the example code of "move forward while it's safe". The code checks if the rover can move forward, but there is no operation to move forward and it stays the same place forever.
This is fun! Sure this game is lacking in art, but I see that you can make many great levels with these mechanics. Like I think it's really interesting how you have to choose recover tools over link cables (or vice versa) in some levels. Good job!
This is amazing! The graphics is really cute. Especially I love the chick hopping animation. The gameplay is simple yet pleasing. Great job!
Also, why are the burglars in level 4 so evil? They are GUILTY! As a bird I will keep blaming them.
The graphics is fantastic! I really enjoyed walking around. Also the music is great too. Couldn't figure out how to keep wolves away, but still it was great experience. Good job!
At first sight I thought this game is too simple to be fun. But after giving it a try I noticed this is really addictive. By adding time limit to the classical sliding puzzle, you made this game something different. Also I love the art style. Well done!
This is great! The idea of potato tossing is hilarious, and the art style fits the theme really well. The voices the potato makes is funny. Great job!
This is great! The graphics is beautiful and elaborate. Especially I love the sea waves. Though it's sad that you couldn't finish in time, you guys did a great job!
I love the bird it's so cute!!! The sparks look cool, and I find the animation of the phoenix holding the egg with a belt very funny XD Also the music is awesome. Definately the best game so far.
Unfortunately the game ran slowly on my pc and I couldn't unload any packages. I wish I had a better pc. But I love the graphics very much. The town is colorful and cute!
This is cool! The suction mechanic is unique and fun. Also the graphics is really beautiful. Especially I love the cute ghost animation on the timer display. I can't believe all of this arcade machine is made with 2d sprites. Great job!
This is great! First of all I love the title scene. It feels futuristic and really cool. The game system is great too. An extra twist is added by the limitation of trashcan volume and it's nice. Also music is gorgeous. Good job!
This is great! I love the pixel graphics, it's so cute. And the secret ending was good. It took about 5 tries for me to see that because I knew there was a door but I didn't know how to use that torch. Anyway, good job!
This is cool! I really enjoyed finding out what I can do with those limited amount of items. Also I love the music and the pixel graphics. What bothered me was seemingly random appearance of the fish. I read the source code after playing and understood that the fish appears if the human stays within a limited space for long enough, but it is not easy for players to guess that the fish is a kind of a penalty. It would be better to spawn the fish periodically, like every 5 seconds, but with slower speed. That way players can easily learn that trapping the human in a small space is a bad idea. Anyway, this is an excellent game. Great job!
This is a cool concept. It is fun to control a player object to control another object. The screen loop was not intuitive for me. Maybe showing the edge of the screen aside the main screen might help players guess where the potato goes. Like this.
Loop.png
Anyway, you did a good job.
This is cool! I like the design of the hardware synthesis screen. Would've been better if it had a step-by-step tutorial and a smoother difficulty curve, but I managed to beat all 4 levels by myself.
I love this! The graphics is really well crafted. Each object on the stage is lovely, and all pop-up images are funny. I miss music during the live. Anyway, great job!
This was fun! I've never played tower defence myself and felt too difficult at first, but after the first few waves (~ Wave 6?) it became easy and fun. Maybe too easy? As you can sell towers and the money doesn't get consumed, you can put tons of towers by the end of the game. Mechanics to decrease money, like steal, might be interesting. Also I loved the pixel graphics. Great job!
Cool! I love the entire art style. It is so beautiful. Also I think it is unique that less irrigated plants turn into zombies. Though is hard to water all the plants, the spawn speed of veggie zombies well balanced. Great job!
This is great! I love the concept of rolling eggs. Also the pixel art is excellent. Especially the chicken walking animation is lovely. Good job!
I love the idea of making a golf game with a fish. Also the graphics is great. Good job.
@ryan123rudder It is true that I like the concept and the art, but to be honest I was really mad at the difficulty when I made that rating. On my last play, the fish landed on a bed, kept bouncing there and never came back to the floor. I couldn't control the fish during that and it ate up more than half of the health bar.
On second thought it was too harsh to give this 1 star. I'm sorry. Game balance is not the only factor that decides value of a game. I edited the rating. Maybe I was expecting too much on this game because I found this in someone's feed saying "You should definitely play this game" or something like that.
If I were to balance this game, I'd either make it possible to relaunch the fish after certain time, or make the oxygen bar decrease by 10% or so only when launching the fish. But neither of these fits the game thematically, and that's why game balance is difficult.
@ryan123rudder Beat it! It was not that hard once I got the hang of it.
Leap Of Faith by Cipherix Studios End.png
Now I see how this game is inspired by Getting Over It. Personally I'm not a fan of that kind of trial and error games, and I wouldn't want to play this game if you extend it to be as hard as Getting Over It, but I do really think the concept is cool.
And no, unfortunately I don't know who suggested playing this game.
Hey I played your game but it seems pretty much, uhhh, unfinished. There's no hints on which direction to go in, the player can walk outside of the map, there's no information on how each attack is different, and sometimes "victory" text is not displayed after beating all enemies (and therefore can't go back to the world map).
Maybe it's a good idea to make a small project first and not focus on making more contents or complicated system. You would get a feel of how much time it takes to make a game that way.
Anyway, you did a great job on making a game, and submitting it in time is even greater. Well done!
I love this so much! The graphics is really cute, and the camerawork in the first scene is really cool. I am amazed by the scale of the map and the variety of mechanics in the map for a game made in 72 hours. Also I love that I can choose costume at the start of the game. There was a problem that sometimes chicks go inside buildings, stuck there and cannot take them back. But overall this game was great. Well done!
This was unique experience. The story was really well thought out and great. Also the art style is beautiful and really fitting to the story.
This is great. I love the orchestral music, and it is cool that if the motivation decreases the volume of the corresponding part goes down. Also the art style is colorful and cute! The control is difficult, but overall you did a good job. Well done!
This is fun! The concept to move the chicken by chasing it is interesting. Also it is great design-wise to have the ability to speed up the chicken, so you can avoid the cars when you are about to crash. And the farmer's "Ho!" voice is really funny. Good job!
This is hilarious! I love your interpretation of the theme "keep it alive". Also it is funny that the game over text is *divorced* in this game. Yes, I replayed the game just to see what happens on game over after beating the whole game. The graphics is great too. I love the atmosphere of the circus very much. Well done!
This is nice! I love the art style, and the animation is really funny. Almost everything is green and sometimes it is hard to find out where I can go, but other than that it looks good. Also the design of mazes is great. You made full use of 3d space. I love the level where I walk over a top of a tree first and cut it down later to walk through it. Good job!
Fantastic! I loved this game very much. The vine mechanic is really cool. I had a lot of fun growing vines to all directions. Talking to people was really great too. Not all people had hints to the game, but each talk with them made me happy. Also the music is amazing! It makes this game relaxing and fascinating. Great job!
This is GREAT! I loved this so much that it made me want to make songs. The characters are adorable, and the music is fantastic. In spite of the theme being "keep it alive", the story is peaceful and relaxing. This game is worth 5 stars without doubt. Well done!
Btw do you have a changelog? It seems you have updated the game at some point because there are two windows downloads on the itch.io page, but I can't find it anywhere.
Cool! I love the cannons adding variety to this game. Also I feel each level is polished to be made in 72 hours. Great job!
This is great! The art style and the music is cool. Each house looks different and fun to see. Also the gameplay feels simple and nice. Good job!
This is fun. Though the game is hard and challenging, you can gradually master where to put babies to stay safe. I could beat the first 3 levels. I wish I could retry from the level where I failed to save the babies. Also I love the music and the graphics. Great job!
~~Hey be careful! Adding new levels and story is against the rules. If you want to add new features you should make a separate game as a post-jam version.~~
Oops, I didn't notice the link IS a post-jam version. It seems I have rated your game by the post-jam version. I'll play the original version later. It might be better to have a description saying something like "this is a post-jam version" on the page, because I found your game via [this link](https://itch.io/games/tag-ludum-dare-46).
Hey this is great! This game has a great vibe. The music is nice, and the graphics is cool. The number of enemy drones is small to be challenging, but I think it made exploring the map really fun. Great job!
This is nice! I don't know if this is intended but I could stack multiple glasses on the same spot, so I used this to prepare many glasses before the customers come in. The game was really difficult but I managed to survive a day after finding this technique. Also it would have been nice to have instruction on how to pour the drinks. Anyway, you did a great job.
This is so cute! I love all these dreamy graphics! It is a little sad that this game has too much things to do to have time to enjoy those cat images. Also I love the jokes sprinkled in the game. Even the BIOS text is funny. Great job!
I love the art style. The ghosts and their status information are so cute! Although I feel this game needs some balancing, the game system to collect fire in cost of time is cool.
This is great! Really cool idea and well-designed levels. Personally I'm not a fan of this kind of games because I don't play action games so often and they require me a lot of trial and errors, but I see why people praise this game. I also love the graphics. Good job!
Thanks for feedback everyone!
@finntastico I uploaded a Mac OS build to the itch.io page. I hope you can try it out now, but I'm not sure because I don't own Mac and I can't check if it works by myself.
Thanks for more comments!
@morandigame The goat doesn't move either when she is sitting or when 2 or more apples are the closest from her. Also she ignores apples over ground because she cannot walk there. I should have made a nicer tutorial, but I didn't have time to implement it. And yeah, I'll check out your game!
Awww more kind words! Thank you!
@boxedmeatrevolution Congrats! I poured the last 2 hours into Network and I'm really proud I could make that level in time. Also as you may have noticed, the “you can only sit the goat when facing it” rule is used as core mechanics in some levels. But I agree that the rule makes some earlier levels unnecessarily complicated. I wish I had more time to redesign those earlier levels to prevent that kind of frustration.
@vizitas Yeah I think it's hard to find out all the rules without a tutorial, but I didn't have enough time to implement it. This was my first "real" gamejam, and it was hard to decide which feature to put in and which to cut out.
@vizitas Thanks!
@natalie-sodomkova The reason why the map is rotated 45 degrees is to display everything nicely, otherwise there are some cases where all objects (pole, basket, rope, goat, human) overlap on each other and the player can't see everything well. But I agree the control gets confusing with this layout. I think maybe I should have included some more easy levels to get people familiar with the control.
@finn-truman Thanks a lot! It's great to know what's good about my game, but it's as important to know what's bad about my game. After reading your comment, I made a little tweak on the 4th level. If you're interested, take a look at [this post](https://notaninart.itch.io/goat-rider/devlog/141234/101-minor-fix-and-thoughts-on-game-design).
@double-jammer Ah yes. Accessibility is something I've wanted to dig into at some point. Thanks for the advice.
@bionikmonster Ah that's so sad :( I feel I really needed to implement a tutorial. Meanwhile, I wrote [a general hint list](https://notaninart.itch.io/goat-rider/devlog/140261/general-hints-controls) on how to play this game before. If you have time, please give it another try.
Thanks for the comments everyone! I'm glad you guys enjoyed it.
@turncoda Wow so much detailed feedback :o Thank you!
Yeah I couldn't come up with a good basket control during the jam. The other option I had was Ctrl + ARROW, but I thought it would make the control too complicated and I didn't want to use that. A pop-up message showing which key to move in a certain direction could have been better, but the jam is already over. Oh well. Rope color is one of the problems I wanted to fix too. Unfortunately, when I noticed the problem I didn't have time to re-draw and re-import the sprites.
When I was making Come Here (level 2), Apple Festival (level 5), Turn Around (level 7), I was worried I wouldn't make everything in time and I was in a rush. That's why those levels are not that polished compared to other levels and some of them have multiple solutions. When I first made Intersection, it had a lot of multiple solutions. Deja Vu was made out of one of those unintended solutions. I could have made like 5 variants of Intersection if I wanted to :p
I'm really glad there are more people who can beat Network and appreciate its beauty. About 3 hours before the deadline, the last level of this game was Deja Vu, and I thought basically everything was finished. All I had to do left was a playtest. After the playtest, I felt the game needed 1 more level. Deja Vu is a good level, indeed. But it's a variant level and I thought it's not appropriate for the last level. Just before the playtest I had a short sleep, and my mind was clear. I decided to use the last 2 hours to make another level. It turned out pretty good. I had about 10 minutes left and I was very excited. I'm really happy you enjoyed that level.
I designed most of the puzzles on paper, but all after the coding was finished. I didn't want to end up not being able to complete the coding even though having created great puzzles. I designed almost entire concept in the first 2 hours, but I had to decide details about the system while implementing it. I think those tiny details and debugging the code inspired how I would make puzzles for this game. Plus, I have been creating puzzles for about 10 years. Though most of them were not for video games, that experience helped me make this game for sure.
I love this game. The graphics is great and some foods look funny. Bonus points for using lemon as one of the ingredients.
Great concept! I couldn't fully understand how the baby moves, but had fun playing it.
The mechanics is simple and nice. I think it's the simplicity that makes this game addictive. I love how challenging it becomes as the time passes. Well done!
This is cool! I love that this game is not just simple cooking simulation where you just mix something you're told to do, and instead you have to guess what to mix by seeing the shadow. Also the art style is simple yet cute. Good job!
This is amazing! The concept of speed is really fun. Also this game is introducing each new concept with easy levels so that players don't get lost, but not too simple that players get bored. The last level was challenging, but I managed to beat it. Also the music is relaxing and I like it. Great job!
It was a fun game. The control was really hard, but the characters are charming and funny. The bouncing fridge made me laugh. Also I think you should make the music louder. I didn't notice there was any sound until I noticed a speaker icon on the browser tab. Great work anyway, especially for your first jam game.
Cool! I like that there are many types of bosses. Also the slowness of the attack is really unique and nice. Good job!
Though the control of the ambulance is difficult, I enjoyed the driving so much. (Does this guy have a driver's license? I doubt it.) Also it is nice that you can fiddle around with objects other than the watering can while the player is in the room. I love that the player can never finish the Rubik's cube. (And again, does this guy really have a license? Why do they drink beer before driving?)
I loved the game design. It is interesting that by introducing the "energy" system, you have to plan where to escape before moving.
This is really fun! The idea is fitting to the theme really well, and the each minigames are simple yet different enough to be addicting. Finding out what to do in each minigames was a little bit hard, so it would have been better if the game had some kind of instruction with words. Also I love the cute graphics of the entire game. Great job!
This is great! The concept is really cool, and I love that each food has very different movement. Also the graphics is so cute! ~~It's disappointing that I couldn't hear any music or sound while everyone is saying they are really good.~~ EDIT: I tested on Chrome and the sound worked. It's good indeed.
This is a fun game. The low-poly objects are cute, and the use of the theme is great. It would have been better if players had a better control over the camera.
This idea is really funny! I love it! Especially topping the grated cheese on pasta is hilarious. Also the music is catchy and cool. Great work!
I love the graphics. Everything is so cute. Even cancer is adorable. Also you designed the idea of running a human body really well. The game system is not too complex to be impossible for players to play, but not too simple to be boring. Well done!
This is cool! I love the concept of reaching the goal AND navigating another robot to the goal. The elevator mechanic is cool too. I just wish this game had more levels. I can imagine it having many interesting levels with these mechanics. Good job!
This is cool! I love the idea of making a song by collecting notes. It's cool that the more notes you have the more uplifting the song gets. I also love the soothing music played on game over. Great job!
Wow this is cool! I've just beat the game and it was so beautiful. Though it got hard to drag trash when more statues started walking around, it was satisfying to see the end scene. Nice work!
This is cool. I love the low-poly objects, and when they are lighten they look so beautiful. Also the music is relaxing and pleasant. Great job!
This is great! The art is so cute and I love it so much! Also it is a clever idea that you have to throw the bucket to go through obstacles in cost of some water. I think you can make a really fun game if you polish this.
Btw I got stuck here once when I threw the bucket to the other side where I need to break a rock to reach. Pitcher and the Whale.png
I'm not sure how the words are judged, but I had fun playing this game. Also I absolutely loved the music and the sound effects. Great job!
This game is incredible! It made me love it and hate it at the same time. I only finished the first 10 levels, but will definitely come back later to complete it. For a little complaint, I personally prefer pressing Escape to take me back to the level select, not the main menu. Also switching from fullscreen mode to window mode crashed the game (this happened twice), you might want to look into the code.
"Crash" might not have been the right word. When I started the game, I pressed the screen mode button twice in the menu before going to the level select, and on the second press it didn't go back to the window mode (the default was window mode) and it looked frozen. alt+tab, win+tab and ctrl+shift+esc didn't work, but win+l worked and it successfully locked the computer. When I signed back in, the game was closed by Norton claiming that SONAR.ProcHijack!g45 was detected by SONAR.
I don't know what has changed since then but I can't reproduce it now either.
This is a nice game. It has clever use of the mechanics to go back and forth between layers. I think it's a bug that pressing z doesn't undo the coloring. Also personally I don't want pressing myself against the wall to be tracked for the undo history, unless it is somehow related to the mechanics.
I completed the game. Here's my feedback: * Why move counter? It heavily disincentivizes players to experiment, and generally it is not a good idea to add it to a puzzle game. This is especially acting bad in your game, because it seems to have complex rules and experimenting is essential for understanding them. (If you see someone having 100+ steps on the scoreboard, that's me :stuck_out_tongue_winking_eye:) * I feel like this game has good potential to be intricate in an interesting way, especially with the white laser. I'd love to see what you can do further with it. * The flashing undo effect is too bright. * I love the mysterious music very much.
The presentation is really gorgeous. Even the first credits scene was beautiful. There were some puzzles I solved that seemingly have effects on scenes I haven't looked into before. It would be nice to prevent that, or make it possible to reset solved puzzles to see its consequences.
Wow, that was a nice mix of puzzle and action. The balance of the game that doesn't require much dexterity made the experience quite relaxing. And I loved the music very much! I don't think you needed a 3-minute song for the title menu where most of the players would stay for 10 seconds, but it was still a nice song.
This is great! I didn't expect a game like this to be made in Ludum Dare. There were some cheese and I skipped a major part of the game on my first play, but went back after reaching the ending and enjoyed jokes and easter eggs here and there.
7zip worked for me too. At first I thought you were trolling about winrar because afaik winrar is not a free software.
@skoopidy What happened when you clicked on ludophile.exe?
@skoopidy I've already removed the folder and can't remember exactly where, but it was not easy to find. Try going "deeper and deeper" into the folder.
@skoopidy (For clarity: I'm not the developer, I'm just a player.) This game is disguised really well as an unfinished project, and telling the intention directly would ruin part of the fun. But I agree not telling it can ruin the experience too. In fact I gave up playing this game the first time I tried, and wouldn't have given it a second chance if I didn't learn the real intention from other players.
Great to see another lore in baba-universe. Most of the puzzles were good, but I have to admit some puzzles involving bombs were frustrating to solve. The rules about geometry connection was unintuitive to me, and I couldn't figure out why some parts are floating and some fall after explosion. In the end I had to do trial and error to solve them. Also I noticed some of the checkpoints were placed where reaching will put you to an unwinnable state. But hey, there were actually great levels too! I loved the one with 3 gems where (spoiler, rot13)lbh pneel gjb trzf qbja gur ybat iregvpny cngu naq znxr n oevqtr jvgu gurz.
This is a nice twist on the 15 puzzle. It's fun to plan out your path within the limit of the sliding puzzle. But honestly I lost my sanity before the knight did. I think this game is interesting enough without the step limit. (for reference, I reached depth 6 when the remaining sanity was around 40)
This game is really beautiful! Strategy games are not my jam, but finding out the rules was actually fun. The sound design was also amazing, it prevented reasoning rules becoming just a guesswork and made it feel fair. I could have enjoyed it more if making moves didn't cost me anything, but that would make it a totally different type of game.
I found the structure that all levels are layered to form a big level is unique. The ending was nice. The mechanics are interesting, and they are introduced nicely so that the players won't get lost. But it wouldn't hurt to ramp up the difficulty more. I wanted to see levels where these objects are interconnected in a complex way.
This is cool. The "exit the box against the wall" mechanic is great, and I really like the mysterious music. It would be nice if the game would let me continue from the last level I tried after Game Over.
Nice little game. The graphics are really cute! I really wish the control was smoother, like faster animation and more intuitive character navigation, if possible.
Nice little game. I liked the brain metaphor. I want to see more levels using the pushable boxes in interesting ways.
This game is amazing! I just reached "the second half" and this is blowing my mind. This game can be called a parabox-like (is it your inspiration?), but this has its own twists as well which are making the experience really unique. Some people might find the difficulty curve too steep, but it is adequate for my liking. It would be nice if I could see if a box has "nothing" inside it without entering it. I also love the audio design.
Update: I finished the game! It's really great!
Thank you for playing, everyone! I'm really glad that some people enjoyed the last level. It was actually one of the two levels I had enough time to make sure it's a good level, before finding a game-breaking bug which took me most of the time to fix. So it's my fault if you got stuck on level 5 or 6, they are not well-designed.
@tjm @stevenjmiller Oops, I forgot to turn off the mouse control in the menu. I'm reusing code from my old game, and in that game I needed mouse control to implement changing key bindings.
@avi I just haven't learned how to make a webGL build. The first time I tried to make a game with Unity, it took me a huge amount of time to make it work even after exporting, like window size and whatnot. The mere thought of learning a new build frightens me:worried: but I guess I have to do it someday.
The concept is great. The first half levels or so were really hard to deduce the solution, I just randomly doodled the lines until it worked. The later levels were fun to play, especially the last 2 levels had clear deduction path and I enjoyed them a lot. Maybe you can use a non-rectangle board like in the first tutorial level, to make easy starting points.
This is a cool game, I loved the level design (especially level 7, 8, 9). I couldn't figure out the rules about which teleporter is connected to which one, it would have been better if you made it clear in the game.
It's really impressive to see such a complex game built on puzzlescript. I want the game to introduce easier challenges before the driving challenge, but I guess I'm asking too much for a game made in puzzlescript.
It was a pleasant and meditative experience. Thanks for making the game.
This is really cool! The narrative of this game is top quality among all games I've ever played in Ludum Dare. The characters are unique and I enjoyed it. I love the creepy eye guy. The twist in the last match was interesting too. I tried really hard to get the exact count before realizing the trick haha.
the counting one.png
It was fun! The gameplay is nothing special, but it's simple and cute. I like it.
This is fun! My personal high score was 49. I like both the gameplay and the graphics. I don't know why but the wobbling stickman is hilarious to me.
As for the game balance, I think it would be nice to make the size of the match 3 minigame smaller. It has more information compared to other minigames and it takes much more time to process everything on the screen. Whenever I got to a new door I wished to get anything other than match 3.
This is an interesting take on the theme. I loved the jokes, especially the one in the prologue.
It would have been nice if it had better control. The boss fight was frustrating because of it.
It took some time to realize that the knob puzzle on the left is NOT the first one to solve haha. It was short and delightful experience. Thank you for making this game!
This game is amazing! The use of the theme as blinking is really clever, and the audio design is interesting. I like the music too! This game has a great amount of polish for a game made in 72 hours, with all the lore and secrets. I don't see anything to complain about.
Also it was a nice surprise to find that you two were the team who made Vine & Void. I really loved that game and glad to see another game from you again.
EDIT: I realized that I misunderstood the mechanics about water in my first run. I thought I have to both start and end blinking in water to prevent the teleportation. This made getting the fragment in 1:D very awkward. I wish it had a better wording to explain the mechanics.
I like the base concept. I had fun figuring out how to navigate the characters in time. Also the art style are amazing! I love the lighting and how the shadows of the clocks move as time goes by (or goes back).
The controls felt awkward sometimes. I don't play many platformer games and I can't put my finger on it, but the platforming did not go as I want it to be in level 8 and the bottom right part of level 9.
I like the idea that shots are used only for movement and not for violence. The mechanics itself about using recoil is good too. If the level design were tighter I would have enjoyed the game more.
The dialogue is pretty funny! I love this character "ai".
Your take on the theme is interesting. It took quite some time to understand how to play this game because this was my second time to play interactive fiction games, but once I got it I had fun playing it.
I enjoyed this game. Stack-based computation is always interesting to me. I wish it had more complex operations which enables wilder control flow.
The aesthetic of punch cards is neat too. It reminds me of one of the computer science classes I had in the university.
Mixing 3 different control schemes in a single game is an interesting idea. It would have been better if level design was done with all the control schemes in mind. Some levels were too hard to beat with the WASD & gravity controls and it seemed almost impossible.
The graphics is really cool! I like the gold and red color palette.