Miyu by SecondDimension 2015-04-21T02:06:00
This is really cute! I occasionally found it a little frustrating trying to herd enemies, but the soothing music and pretty visuals more than made up for that.
Foon → Ludum Dare Explorer → Users → Ash K
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Sparkle Sweeper | jam | 330 | 3.70 | 3.25 | 3.57 | 3.92 | 3.85 | 3.85 | 3.52 | |||
| 2025 | 58 | Collector | Abyss Adrift | jam | 259 | 3.67 | 3.27 | 3.20 | 3.90 | 4.05 | 3.65 | 3.33 | 4.00 | ||
| 2025 | 57 | Depths | Relic Rift | jam | 205 | 3.84 | 3.52 | 4.02 | 3.89 | 4.13 | 3.78 | 3.76 | |||
| 2024 | 56 | Tiny Creatures | Microbial Menace | jam | 450 | 3.64 | 3.25 | 3.73 | 3.64 | 3.92 | 3.92 | 2.82 | 4.08 | ||
| 2024 | 55 | Summoning | CephaloClash | jam | 510 | 3.62 | 3.71 | 3.23 | 3.16 | 3.78 | 3.47 | 2.63 | 3.32 | ||
| 2023 | 54 | Limited Space | Extinction Extraction | jam | 160 | 4.00 | 4.07 | 3.77 | 4.02 | 4.22 | 4.05 | 3.36 | 3.76 | ||
| 2023 | 53 | Delivery | Tattered Tunics | jam | 95 | 4.13 | 4.01 | 3.96 | 4.39 | 4.36 | 4.08 | 4.51 | 4.05 | ||
| 2023 | 52 | Harvest | Scattered Seeds | jam | 303 | 3.62 | 3.40 | 3.71 | 4.00 | 3.60 | 3.65 | 3.41 | |||
| 2022 | 51 | Every 10 seconds | Winding Woods | jam | 516 | 3.58 | 3.41 | 3.85 | 3.83 | 4.10 | 3.79 | 3.87 | |||
| 2022 | 50 | Delay the inevitable | Tabby Turmoil | jam | 138 | 4.01 | 3.80 | 3.70 | 4.42 | 4.42 | 4.16 | 4.29 | |||
| 2021 | 49 | Unstable | Shifty Showers | jam | 50 | 4.23 | 4.03 | 3.95 | 3.89 | 4.42 | 4.20 | 4.07 | |||
| 2021 | 48 | Deeper and deeper | Derelict Dive | jam | 604 | 3.69 | 3.30 | 3.38 | 3.57 | 4.19 | 3.62 | 3.78 | |||
| 2015 | 32 | An Unconventional Weapon | Allergy Assassin | jam | 374 | 3.38 | 3.13 | 3.55 | 4.13 | 3.68 | 3.47 | 3.05 | 49 |
This is really cute! I occasionally found it a little frustrating trying to herd enemies, but the soothing music and pretty visuals more than made up for that.
This is my new favorite game
Very cool idea and well executed! I found it difficult to aim at first, but eventually started to get a feel for it. I could sink a lot of time into this game! I really enjoyed the visual style you chose, and the minimal color use did a lot to reinforce the concept.
I was really enjoying it up until I missed the boiler and locked myself out of completing the puzzle. There seems to be no way to go back and fix it, so after all that time spent I can't finish :(
This game is incredibly cool! I love the art, and the platforming was extremely satisfying. I got to the end and just wanted more. The idea of swapping places with your enemies to progress or set them up to die in your place is genius, and a really effective take on the theme.
Great idea, this was a really cool take on the theme! I also enjoyed mixing pretty rainbows on the walls.
Glad some people are enjoying it! There are 5 different scenarios here, so if it was too short for you, just play again and you'll likely get a different one. Which one you get is random.
Everything about this game is adorable! And SPACE SLUGS. I need to find some people to play this with me :)
I don't know if it was just me, but movement didn't seem to work properly. I could only attack. Super cute idea though!
That was fun and hilarious even though I failed horribly and lost a bunch of my little Greek dudes!
The visuals are just incredible. I love the smooth animation, minimalist style and the mood. I couldn't make it to the end, since it's really hard to get the bird to go where I want, but with a little adjustment I think this concept could be really interesting!
Fantastic art and music. I love how the elements of Olive's imagination were represented as a child's drawings in a way that's distinct from the rest of the art style, that's a really nice touch! You perfectly captured a sense of childlike wonder.
Extremely satisfying gameplay, and the music is SO good! I loved getting a big combo of bombs off. I would have liked an explanation of how the UI works for the ammo types, it took a bit of trial and error at first, but I managed to figure it out and had a lot of fun.
Great vibe, and cool interpretation of the theme! The difficulty of keeping the bad thoughts away is very accurate to my own experience with meditation.
I could stare at this all day, the visuals are beautiful. The mood is really chill, but it's challenging enough to keep me paying attention to every jump so I don't plummet to my doom!
Always happy to see some Lovecraftian horror! I enjoyed seeking out all the different creatures I could possess. It was hard to tell the difference between the stats on some of them, but overall I found this really fun, and the joy of controlling some new tentacle-covered nightmare was enough motivation for me.
This would have benefitted from a tutorial, but once I figured it out, the gameplay was super fun and addictive! I would absolutely spend money on a more polished version of this, great concept.
Ridiculously cute art! The gameplay is very fun, and I love the retro vibe. I could play this for hours.
Bursting into bloody chunks made it actually fun to die! I liked the humor, especially the character names. It got a lot easier once I was deep enough to stop seeing piranhas, the sharks and narwhals didn't feel as threatening as they looked, since they didn't pursue me. I also kept seeing flashes of dialogue boxes that disappeared too fast to read, so I feel like I missed out on something.
I loved the atmosphere, and the variety of sea critters!
I like the scene transitions! It would have been nice to be able to input the clock numbers some other way, maybe in increments of 15 minutes. Clicking until I got to 45 minutes felt tedious. The other puzzles were pretty cool though, and I'd have loved to see more of the lizard people!
Really solid game! The feedback from the sound effects and animations make every click feel good, and the puzzle complexity scales beautifully. Every part of this is well executed, and super fun!
Wow... this game got me really emotional. I cared a lot about the characters, and the ending was really satisfying. Well done!
Really cute! The art and color scheme are lovely, and the character's inner monologue is charming and relatable.
This is a beautiful game, and my favorite interpretation of the theme that I've seen so far! The monster and environment art are awesome, and I felt really invested in the character's journey by the end. The door puzzles in level 3 were very satisfying. I was legit starting to get scared running from the faceless doctors in level 4, the feeling of disorientation from flipping upside down created a lot of tension. Realizing what was happening to the character at the end was a good emotional payoff, and the way the monster designs became more visibly doctor-ish in each level finally clicked. This was really well thought out!
These are minor nitpicks, but I would have liked a slightly higher jump height. It sometimes took me a couple of tries to get over simple obstacles. And there was a part in the second level where I got stuck bouncing on two side by side mushrooms, where the monsters on the platform above knocked me back onto them. It took a lot of of button mashing to escape that loop. But other than those minor inconveniences, I really enjoyed this game.
Great visuals! I loved the feeling of exploration. The slow movement speed of the submarine made it a bit tedious to pull things back up from really deep areas, but carrying a huge octopus around on my hook was quite satisfying!
That was delightfully creepy! I loved the audio and visuals, the glitchy effects were awesome. I learned to never store my pickles in the basement.
This is a fun game! I liked that I had the option to enter shorter words just to keep things going, it made me feel extra smart when I figured out the full word, instead of dumb for not getting it.
The models are really cool, and I love the atmosphere! An easier way to manually reload would be nice, I kept having to wait it out at inconvenient times.
I had a ton of fun with this! Hilarious writing, and I loved the ever increasing chaos of being sent on a chain of quests every time I talked to someone. The gameplay was simple, but super engaging.
I loved the music! Seeing some fish further down from the starting area would have made a better incentive to go deeper and emphasize the theme a bit more instead of spending most of my time near the top. This has a lot of potential though, I like the concept!
I absolutely love the art style and color palette. The hitboxes were a little unintuitive, so there were a few parts where I got stuck or died when it looked like I should have made it. But overall a fun, stylish game!
Great mood, the vision cone introduced a lot of tension! It's challenging wihtout being frustrating. The UI for the harpoon stats was pretty small, I would have liked some more prominent visual indicator to show that my stats were improving when I collected items, because at first I couldn't tell what the items were for.
The art is amazing, the lighting mechanic sets a nice mood, and the sound effects are very satisfying! It's quite difficult, but this is a world I would spend a lot of time in. Really awesome job.
I think this was a bit over ambitious for the time constraint, but it has a lot of potential! I like the pixel art and variety of systems, I would love to play a more finished version of this.
The visuals and music set a lovely mood, and the platforming has a nice feel to it!
Listening for sound cues to find the right path is an interesting concept! I'd be interested to see where you would take this with more time and comfort with the engine
Nice art! I especially liked the color choices in the cave background, that pop of purple was a nice touch to keep it all from being brown cave walls. The humor is great, and I loved how the level design perfectly communicates what to do without any need for a tutorial.
This is a bit of a nitpick, I would have liked to be able to close the waiver popups with a key instead of the mouse just to maintain the immersion.
I like the visuals! It was hard to hit the enemies, but easy to avoid them, so I mostly ended up dodging around everything. A bit more incentive to engage with the platforms and enemies would help.
This fits the theme really well! I loved the increasing chaos, and the animations and sound are great. I couldn't remember what all of the atom types did just from reading the menu screen, so it took a while to figure out how to actually play the game *well* rather than just making more fun explosions, but I found it extremely satisfying even when I failed!
The way the player sprite changes in dark vs light areas is really clever and communicates the difference well. You did a great job of easing the player into learning the mechanics! There were a few times where the character was lit up even though the candle glows didn't look like they were intersecting with me, tweaking the hitboxes or increasing the size of the glow by a pixel or two might make that feel a bit more predictable.
I love your approach to making the menu art. It totally works! The shaking effects and music work really well to set the tone, and the UI is nicely designed. I'd enjoy seeing this expanded with more levels.
You nailed the retro aesthetic, the art and music are great! Attacking enemies was a bit nerve-wracking at first, since the precision isn't very forgiving, but I did get the hang of it eventually. Fixing the glitching on each screen feels really satisfying, I loved how you got the "glitchiness" just right so that it felt chaotic, but wasn't actually disruptive to navigating the area. I enjoyed the increasing chaos as I moved further from the spawn point, it added some good tension.
Hilarious take on the theme, I loved the sound effects and animations. I didn't mind that it was absurdly hard to play, the controls and ensuing chaos just added another layer of instability!
A tutorial would be helpful, some of the tasks needed a bit more explanation at first. I think the UI could have been more prominent, too. I loved the variety of tasks though, and it's a really good looking game! The environment and lighting set the mood well, and that bloom effect is lovely.
Fun take on a match 3 game and nice art! It was actually pretty challenging trying to avoid the peppers.
I like how the wall jump is flexible enough to make me feel powerful, but doesn't ruin the challenge. You struck a good balance with the way you set up the levels. I wish you had introduced the vortex concept earlier, I think it's the most interesting part!
I liked losing more than winning because the sounds and flying marbles are so much fun! Great interpretation of the theme! I didn't do nearly as well as some of the people who posted screenshots, but I had a great time playing it.
I love the humor! This is a great concept. I found it a little hard to predict which item I was going to pick up sometimes, maybe an outline around the targeted item would help with that? Overall, really well done, I had a lot of fun playing this.
Very clever idea, and I love this interpretation of the theme!
Very cute! Since the second level was much bigger than the first, I was unsure at first if I was supposed to herd the sheep in the same direction. A little arrow would have been helpful. I really like this concept!
You had me at horse puns! This is super fun and the art looks great
I love the art! I found the ingredient descriptions difficult to connect with the potion names, especially once all of the options were introduced. The jump in difficulty from the smaller tutorial puzzles felt a little overwhelming. But I like the vibe and I think this concept has a lot of potential!
The art is seriously beautiful. I'm a sucker for shiny-looking pixel art, and this certainly delivers! The undo feature was super helpful early on. I think starting out with some really small introductory levels to teach each combination without having to walk too far to fix a mistake would help ramp players up to solving the more fun, complex puzzles.
I love the atmosphere and level transitions! The later levels have some really cool concepts. I would have liked the mechanics to be introduced at a faster pace, since it gets much more interesting once echolocation starts affecting the integrity of the platforms. I felt like it lingered a bit too long on straightforward platforming, and that hides the best parts of the game.
The character is so cute! I loved how intense it felt near the end when I was scrambling to finish off that last potion, the music set the perfect mood. Introducing the different potion types/ingredients sequentially worked well to teach the mechanics without the need for a tutorial, and would lead really nicely into future levels if you choose to continue working on this.
Very hard, but appropriate for the theme! I loved the feeling of finally killing a huge cluster of enemies. One of the things I noticed was that it was almost always better to quickly spam the cast instead of holding it. I think it might be interesting to see the spell targets move around a bit faster (and constrained to the viewing area). At least for me, that would have increased the tension a bit while I tried to hold on a split second longer in the hope that it would hit where I need it to, instead of just going for the quick cast and run.
I like this concept, and I enjoyed the potion crafting/throwing! I didn't mind it being difficult, but I wish it had ramped up a bit more slowly so I could spend more time getting comfy with the controls before being thrown into real danger. I think there are a lot of cool directions you could take this, so I hope you continue with it after the jam!
The concept is brilliant, and I enjoyed watching the ship flying off of cliffs, even when I messed up! Really nicely themed and executed. I would play a full game of this. The only thing I found a little bit tedious was waiting to be able to control the ship again after moving, but that was a minor inconvenience, and understandable in situations like waiting for all of the cannon ball hits to resolve.
The art and music are both excellent, but I'm in love with the handwritten text! It fits in with the art style so well and takes the visual experience to a whole other level.
The gameplay is a little unforgiving to beginners, and maybe could have benefitted from a slower introduction of the multitasking elements so there's time to get comfy with each task individually before having to combine them, especially for the Mars rover where I struggled to memorize all the key mappings. But it felt SO rewarding when I finally succeeded at making pasta for the first time! I'd love to see this expanded with more tasks.
@13x666 Wow, thank you for the detailed feedback! I love the idea of adding probability into later puzzles, I'm going to keep that in mind as I work on a post-jam version. I am planning to make the full version a mobile game, and I'll consider all of your suggestions. Thanks, and I'm so glad you enjoyed it!
The music is really good! The whole game has a nice chill vibe. I made it as far as the aardman. I could see myself playing a lot of this, I'd love to see the concept taken further into a full game.
Cool concept, interesting puzzles, and I really like the particle effect! I got stuck in the little pits near the beginning a few times, and at first I spent a while trying to figure out if there was some way I could get out. Having a reset option is good, but maybe automatically respawning on the last safe ledge when someone gets into a situation they can't get out of would help new players understand that some situations are inescapable.
Great aesthetic, and interesting concept! I wish the bugs had come on a bit more slowly at first, I didn't have time to figure out what I needed to accomplish before being overwhelmed. The bugs and ship management feel a bit disconnected as a result, and I think the gameplay would be stronger if I'd been able to fully understand both parts before being challenged by them simultaneously.
Really nice, chill game. I love the visuals! The UI is very clean and the low poly models work well. I liked being able to use the mouse for camera rotation, but it made me want to control panning with the mouse too.
Nice art, and I like the feel of jumping up, but the character felt very heavy coming down. I think the gravity is a bit strong compared to how gently the character floats upwards. It caught me off guard early on, and I kept falling to my death since the initial floatiness made me expect to have a bit more leeway. I think it could work if the levels were set up to be mostly vertical, but I found myself hesitating whenever I needed a good amount of horizontal distance, knowing it wouldn't be very forgiving if I misjudged.
This is a cool idea! The UI is a little awkward to use, but the concept is strong, and the frogs are super cute. This is an impressive amount of work for a jam!
This is absolutely hilarious. I'm weirdly tempted to make a game about Celine Dion and leaf blowers.
The minimalistic art is stylish and well done. I would have liked an interactive tutorial to ease me into how to solve the puzzles, it was hard to understand the instructions and I ended up mostly just guessing at what to do. The mood, music, and visuals are excellent, though, and it's a really unique concept!
The art is great! Love the color palette and low poly models. This is a great take on the theme. I ran into a few bugs that have already been mentioned, but I think this is well done overall. I enjoyed smashing the containers around almost as much as actually playing the game properly.
Great game! The art is fantastic, and it's a lot of fun trying to beat my last score. It seemed so simple at first, but once I got to 75m and started seeing enemies, it felt really rewarding to have discovered a new layer of complexity. Nice work.
I was really blown away by the attention to detail in this game. The aesthetic seems simple, but the fonts, colors, textures, are all spot on. Being able to press up to access the teminal history was a nice touch. When I read in the description that it could take an hour to finish, I figured I'd just try it out for a bit, but I actually ended up really engrossed in solving the mystery!
This is a hard game, but absolutely stunning. The art and music are amazing, I would buy a game based on this aesthetic alone! Great work!
You had me at "Beff Jezos". This is a lot of fun! It took a bit for me to get the hang of it, but became super addictive once I got the basics down. Maybe starting off the level with some slightly larger platforms would help to get new players into the groove a bit quicker?
The combat is really interesting! I wish it had started off easier/more forgiving. The first level I started off in had a complex layout and I was really engaged in planning out my path to make sure I collected all the things, and when I died partway through I was disappointed to start over with a totally different map. I think this would be worth continuing post-jam though, you have a lot of solid ideas here, and a nice art style!
It starts off chill, then gets crazy really fast! Very appropriate for the theme! I was expecting the storms to be a bigger deal, and there were a few times where I was trying to select a plane but instead ended up rerouting the one I previously selected, but those felt like pretty minor issues. Overall, this is nicely done and very polished!
The writing is excellent! The illustrations and music add a lot to the experience, but the biggest strength is the story. I loved the humor. Really nicely done.
Greg is so relatable! Great job making a likeable character out of a simple lamp :) I'm glad I could make him feel better. Very creative idea, and nicely executed!
So cute! The duck's walk animation is adorable.
I love the rope physics, it certainly feels "unstable"! When I hit the monkeys, I wanted to feel a stronger impact, maybe with a particle effect, screen shake, or a punchier sound effect. The boss fight was excellent, you really nailed the animations so I was able to anticipate his attacks and focus my effort on fighting the rope movement to scramble out of his way! Well done!
Cool idea! This fits the theme well, and you did a great job executing the concept. The amount of time I have to contemplate my failure as the container slowly plummets, knowing I can't move fast enough to catch it but making a futile effort anyway, is a bit discouraging. But after a few attempts I mostly got the hang of it!
Very ambitious for a jam game! I love the art. I would have liked some sort of tutorial/introduction to set expectations about what the game was about, since I was unsure of how to approach it, and even once I figured out what I could do, it was hard to tell when I was making progress and what my end goal was. I think this has a ton of potential though, the atmosphere is SO good.
This is really fun and polished, and a clever take on the theme! I appreciate the level of detail you put into it. I especially liked the color mixing minigame. I wish I could pet the cat!
This certainly nails the theme! Having to strike a balance between drunkenness and stamina was a cool idea. The effects and camera movements make for a really convincing drunk experience, well done!
Beautiful atmosphere, and an impressive level of polish! I had a hard time predicting when I would be able to actually use the dumpster, a visible timer would have been helpful.
Nicely designed puzzles, figuring out the solutions was very satisfying! I'd love to see this expanded post-jam with more levels.
I appreciate that you put the explosion radius outline on the floor, that helped me get a feel for the mechanic quickly. The puzzles were just the right length so that I didn't feel frustrated if I made a mistake near the end, and you did a great job of ramping up the difficulty and teaching new concepts! Really solid game!
Absolutely nailed the theme! It's a bit too hard for me, but that fits perfectly. Nice job on the art.
Really unique idea! I wish it moved a bit faster, but I really enjoyed the spooky vibe when it zooms out to show the scale, and the music contributes to that mood well! I love the little sparkle effect on the double jump, that's a nice detail.
I like the art! The aliens are super cool. They're very hard to kill, though, and I wish the difficulty escalated a bit more slowly so it feels easier to get into a flow in the beginning.
This is both a hilarious concept and some seriously impressive work for a jam game! I really like that you can switch between queuing up buildings and just watching the chaos ensue.
I didn't expect to be dodging so many weird grannies during the apocalypse. This is a really funny concept!
Nice art and super fun and original concept! I couldn't figure out how to use my abilities though, I didn't see any controls listed for that anywhere?
This is really well executed! You fit a lot of complexity into it in a short time period, I had a lot of fun playing it. The item descriptions are funny.
I'm so sorry to hear about your cat, @lucy-lu. That's heartbreaking.
This is super ambitious! The map looks really good. I wish there had been some indication within the game of what color corresponds to what resource, even something subtle like some little trees, rocks, etc. on the terrain? I had a lot of fun with this once I got the hang of it though!
This is a really creative and fun concept! Nice idea and well executed
It's not always clear from the wording which part of the text I'm agreeing or disagreeing with. Really funny writing though, Some of the scenarios are hilarious!
Intuitive controls and cool character art. Nice job!
I was expecting a game, not a callout... 🥲 Very chill, and a great take on the theme!
Great character art, funny dialogue, and a solid tower defense game! Nice work!
The dialogue is hilarious! I love the art style and music, you nailed the retro aesthetic. That ledge grab sprite is the cutest.
Cute, pleasantly weird, and incredibly satisfying! This is a fun twist on pinball. I love the way the two characters interact.
Beautiful art! Nugget is so cute! One thing I would have liked is to be able to restart with a key instead of switching to the mouse so I could get going again faster. It took me a long time to get past the first 57m, since I always smashed my head into the first raised platform after the first jump, so it would be nice if the beginning was a bit more forgiving.
This is a really beautiful game! Conceptually, I really like the combination of typing and trying to stay awake. I wish the eyes closed a bit more slowly, though. the amount of effort I had to put into that part distracted me from taking in the visuals and text as much as I wanted to.
Cool concept, I like how the variety of abilities work together. I had to do the tutorial twice because I didn't expect clicking to skip forward before all the text was on the screen, but otherwise a solid game!
I love the pigeon art! This is already super fun, and has a lot of potential. I'd love to play a post-jam version of this with progression and more enemies.
I love the hand drawn art and the way you incorporated the writing into the environment. The story made me really emotional, and I'm glad it ended on a hopeful note!
This is cute, I like the skeletons! Nice job!
This is super satisfying to play, and a really interesting take on the theme! It's a simple but clever concept that's beautifully executed and really engaging to play. Nice work!
I love the little spurting limbs all over the floor. Genius. Alternating between fleeing and trying to line up the perfect attack is an interesting concept, and a good take on the theme!
Super fun to explore and a very unique idea! Just seeing other people's drawings was probably my favorite part
LOVE the sound effects! Great job with the variety of weapons and bosses. At one point I got myself in trouble by switching to a gun that was too slow to keep up with the spawn rate, it would have been nice if the weapons felt a bit more equal despite being different.
It's refreshing to play a game that doesn't have the 10 seconds happen in real time! Very chill, adorable puzzle game. I'd love to see more levels of this.
The art is incredible! Even the UI looks amazing. This is a really cool and nicely polished twist on snake. I'm impressed by how much you packed into this, the variety of blocks is great! I could see myself coming back to play this one some more later.
@thedude3600 It picks a random direction among any "safe" adjacent tiles. If there aren't any safe ones, it picks a random woods tile, or an already visited one as a last resort if there are no better options. There is an indicator around the tile it's going to visit next, but I'll make a note to make that stand out more! Thanks for playing!
@tinylittlestudio @dining-philosopher Thanks for the feedback! Just out of curiosity, if you don't mind taking the time to answer, I was wondering what you think would make the movement rules come across more clearly? They're consistent and can't be random in a way that's directly detrimental to the player, you have enough control that you can keep it going indefinitely as long as you're planning out a safe movement sequence quickly enough, so I'm wondering what might be giving the impression that it's unpredictable and how I can clear that up.
The rules are: as soon as the critter reaches the center of a tile, it chooses its next move and marks it with a cursor on the next tile. If the tile it's currently on has an arrow, it chooses that direction no matter what. Otherwise, it chooses a "safe" adjacent tile, ie. not woods or ghosts. If there's only one safe tile, it's guaranteed to go there. If there are two or more, it picks one at random. If there aren’t any safe tiles, it picks a woods tile at random. Until it reaches the center of a woods tile, you can place a new tile in that space to avoid death. If there are no safe tiles or woods adjacent to it, that's the only time it will go towards ghosts (aside from when there's an arrow pointing to the ghosts).
@tinylittlestudio Yes, I appreciate the perspective. Thanks for taking the time!
Great job fitting so many little games into a jam! I wish it had been a little bit more forgiving, for example: with the plane level, it's possible to lose within the first second, and having to replay the other levels to get another look got a bit frustrating. When I had a full 10 seconds to figure things out before failing, it felt more fair.
The thorn animation is SO pretty that I kept making things harder for myself by clicking around so much. Really nice art, atmosphere, and concept!
I wish I'd been paying more attention in the tutorial level to get a feel for how fast the ship moves. By the time I realized I needed to know that, it was too late! The other ship showing up felt legitimately scary. Great job creating an effective survival horror vibe with minimalistic sound/visuals!
This is a fantastic concept, I wish my brain could handle it better! Great art, and thanks for including such a detailed tutorial!
That was really fun to figure out! It had just enough clues to guide the process without feeling like too much handholding. The journal was a perfect way to summarize the notes so I dind't feel anxious about what to memorize. Really solid puzzle game.
These cows poop a lot! This is super cute, I loved that all the cows had different patterns. I liked to imagine they all had little colorful jackets on. Having to move to turn made assembling a fence SO complicated, though!
Just FYI, pressing escape in the web version locks up the whole game and you have to refresh the page. I was almost finished but wanted to see if I could pause it for a second to check on something, and lost all my progress :')
Really great art and music. You created an intersting world and a great creepy vibe!
I wish the cheat time were a bit longer, I am way too slow to do anything with it other than dump all my cards in the drawer :sweat_smile: The variety of cheating options is great, though!
I love the music and art style! Great tutorial, too! I wasn't very good at the controls, so I appreciated the skip level button. It's impressive that you fit in so many levels and a variety of challenges.
Hilarious concept, I love this take on the theme! Feels like an authentic high school experience :D I like the art style, and trying to time the switching around the nearby projectiles made for some interesting gameplay!
Great music and a chill game! Having the upgrade cards as the main focus was a really effective way to push the theme. It flows nicely and has a great spooky mood.
The visual style is SO cool, I would love to play a full length game like this! Losing memories is a really interesting way to handle the theme. I hope you continue with this!
Great art and sound! The particle effects and the sound when the camera moves are a super nice touch! Very satisfying. I like the way the timer is tied to the amount of light you have as well as the length of each level, that's a good use of the theme. I would have appreciated some checkpoints, but otherwise, great game!
I made it 311 seconds on my first try! The art and concept are excellent, and it's super juicy and satisfying. I would have liked to see a higher enemy spawn rate and rarer candles. It felt like the major challenge was just finding enough enemies to kill, since I stockpiled candles pretty quickly.
This is very ambitious for a jam game! You did a great job making all of the elements work together. It may not be super polished, but it works well as a demo for a larger game, so I hope you continue working on it!
If you do continue beyond this jam, I think what you have here would work really well as a turn based game, instead of being tied to time. Having lots of options to weigh, plus information about the enemies' next moves, made me want to plan my actions out more strategically. I ended up using the pause/fast forward buttons to essentially play it in turns instead of letting the 10 seconds play out, and it was nice to be able to take in the information and act at my own pace.
I like the music and atmosphere! Well done finishing so many levels in such a short time. I'd be really curious what other kinds of events you could come up with in an exppanded version!
Great take on the theme! I really like all of the descriptions of the characters and drinks. I noticed that there was some leeway on running out of cash/reputation, and I was able to unlock all the drinks really quickly by ignoring all the vomit and tanking my reputation to rack up cash. It could probably be a bit more punishing to encourage harder decisions.
The character art is very cute, and I like the overall mood! I think maybe there could be a bigger incentive for planting the flowers, because I felt like I was better off focusing on fighting enemies if I wanted to prolong my life. The drawbacks of planting and maintaining a flower were enough to make it a less appealing strategy. One option might be to not give any points for killing enemies, so the flowers are necessary for progress.
The only one I couldn't find was the madoli. I love fishing games, and this one is really nice and chill! The one thing I really wanted was a meter to show how far my line was going to go. I upgraded the rod length too fast, and didn't have the strength to catch anything at the limit. Being able to judge when to let go to throw it closer would have been helpful.
@becher I really like the idea of indicating the distance on the water! It would be easier for the player that way than having to do the mental conversion between the bar and the max distance, so I think it depends on whether you want that to be more of a challenge.
This is definitely one of the more original takes on the theme I've seen! I love the mashup of simple resource collecting and rhythm game, the change in pace betwen gameplay sections is refreshing! A few small improvements that would have been nice are a bigger, more noticeable arrow near the character when you finish gathering pollen (I got carried away by how chill that part felt and didn't notice for a bit that I was no longer collecting anything...), and some feedback when I hit a key correctly in the rhythm part so I could get a better feel for the timing.
Brilliant voice acting and dialogue. I'm glad we didn't have to eat the horse.
Potato.
Great concept, planting your enemies is a cool take on the theme! I liked that I could set my own difficulty by choosing how many to plant at a time. I think a bigger incentive (other than efficiency) to plant more golems to encourage bigger risks would be a fun next step. I got into a good rhythm by the end with planting a new one as soon as the last one emerged, but I was definitely playing it pretty safe. Didn't want to miss out on that nice raccoon, after all!
I managed to find all but the last two fish types! The realistic sailing is a great concept. I'm wondering whether I might have enjoyed navigating with the wind bit more if I had less control of the acceleration/deceleration? It was nice to have the option sometimes, but the impulse to fight the wind to chase a colorful fish made me more frustrated when I tried and failed.
It might be nice to start out the game with a little time to get oriented and move around a tile or two before enemies spawn, I felt overwhelmed at first with all the projectiles coming at me before I understood what to do. Once I got going, though, it was interesting to experiment with the effects of the different tiles! I also like the voice acted tutorial, that's a nice bit of polish to see in a jam game!
I would have liked a little more variation in each lap. I liked the effect of the wheat growing back though, that's a nice touch! The racing/harvesting combo works surprisingly well. I apologize to all the cows I pulverized with my awful driving.
Really nice art, I like the variety of character designs for the plants! I found the hitboxes a bit frustrating, I kept getting myself and my boomerang caught on the edges of scenery. I think a higher difficulty might have been nice if the hitboxes were forgiving enough that I could predict where I'd be able to move a little more accurately. Overall, a really nice concept.
Found the people who voted for floating islands! I wish I could find out the end of the story after all that delivering, it was just getting interesting! The art is really nice, and I appreciate how many different elements you included to keep the gameplay fresh in each quest. It was a little inconvenient to keep getting stuck on roofs when I needed to be on an island. Either a way to fall down through the roof, or slightly wider islands so I didn't feel like I was risking death to get down from some of them would have helped.
Great concept! The mechanics and enemies made for some really interesting and challenging puzzles, and it's SO cool that you made an actual NES game! I would totally play a longer version of this.
Lovely music, and an interesting take on the theme! You have some really solid ideas here, the only thing I would change is the pacing. I found it quite difficult, since there are multiple ways to fail, and the speed makes it hard to keep track of everything at once. I think it would have been nice to start off slower and have the speed ramp up over time, so it's easier to get the hang of things without having to start over a bunch of times. It might also be nice to space out the threats, for example: it starts off with just avoiding buildings, so you can focus on the stars. Then once you're getting comfortable with that, the smoke starts to creep in.
The art is super cute, and I loved reading all the letters! The controls were a bit awkward, it seemed like it didn't always register my clicks, but the quality of the writing made it totally worth the mild inconvenience. I'd love to see this expanded on with a larger story and consequences for your choices/mistakes!
Simple but effective, and really nicely polished! The art style is very cute. I was awful at getting the timing right and kept dropping monkeys into the ocean, but had a lot of fun playing it anyway. The one thing that I wouild have appreciated, as someone who is Bad at the game, is some extra lives so one failure doesn't end the run instantly.
I'm terrible at rhythm games, but I gave it my best effort anyway! I love the music. This may just be a skill issue on my end, but I found it hard to work out what the timing was supposed to be. I think maybe if the babies moved more smoothly along the conveyor belt, it might feel more intuitive? Or some other visual indicator to show the precise time to press the key? (I know it's probably supposed to be obvious from the beat, but again, skill issue :sweat_smile:) Seeing the sprite linger in the right location for a bit but failing because I had to time it right within that window really confused me at first.
@sweltj I used 3, since I've been having trouble with web builds in 4 and didn't want to risk fighting with it on a deadline. I love the new features in 4 though, so hopefully the bugs will be sorted out by next time!
@wendel-scardua I was wondering if anyone was going to mention that. It occurred to me like 20 minutes after submitting it that it's kinda weird that I put the player on the left. I have no explanation. It just seemed like the thing to do at the time, I guess :laughing:
"Those livers are about to be de" is a great tagline. I love a good pun game, and I loved the little surprises, like accidentally kidnapping a cyborg or selling to an undercover cop! I wish joining the line at the end of the cutting had been _slightly_ more forgiving, but once I got the hang of it (and wasn't using scissors) it wasn't a major issue.
Great visuals, and I'm impressed that you fit in so much complexity! I felt pretty powerless early on with how little damage I could do, I think it could do with some balancing and weaker enemies to pick up the pace of progression.
Simple, but delightfully chaotic! Halfway through I was thinking "wow, I must be great at this, delivering more than three items is going to be easy!" then I promptly lost just about everything. Really well done!
Liver pun! A baby with a laser! Voice acting! This is excellent. Delivering the baby made me viscerally uncomfortable, well done!
This is super cute! The sounds and animation and particles feel SO good. I did a terrible job because shooting the little guys is more fun than delivering mail, but I want more of this!
I love the look and simple color palette! Incorporating a tutorial into the starting menu is a really smart and effective idea. This may just be a personal preference, but I found the controls hard to get used to. The mouse/keyboard combo didn't feel very intuitive. I would have liked to have an option to rotate the belts using only the mouse.
I couldn't figure out how to aim properly. Whether I was right next to the tower, or further out but seemingly well lined up, more often than not the pigeons flew in a circle right around the tower, or swerved just short if it. I've tried over and over, and still have no idea what I'm doing wrong. I love the art style, and everything looks really nicely polished, so I wish I could have done more than repeatedly fail the first level :sob: If you have any tips, I'd love to give it another try!
I'm super impressed by how much content you managed to fit in! I love the huge variety of level art, and the sound design is fantastic. I wish it had been a bit less punishing, though, I had to try many times to even get through the first level. I think just slowing the rain down a tiny bit would have been a big help for me!
Great art and audio! I loved the bike mode, it was super satisfying. The only thing I felt was missing was visual feedback for successful hits.
Great concept, and I love the voice acting! Before the multiple deliveries I was trying to figure out how to uh. Get rid of a baby. So I could pick up the correct one. Not sure if that's the intended experience, but it was kinda funny.
This is such a creative idea, and you did an excellent job combining the mechanics into something interesting and engaging! Really nice art, too! My only suggestion would be to make the time limit more apparent. I didn't notice the first time around that the stats were dropping over time rather than when I completed a card, because there were a lot of other things on the screen to look at, so I didn't feel the urgency of typing quickly. Without that urgency, I 1) failed, and 2) didn't understand what the typing aspect added to the gameplay. It clicked once I realized the stats were continuously going down, and I succeeded on the next try and appreciated the typing mechanic a lot more!
I think the progress bar under the confession at the end worked really well, so maybe you could add something similar for the rest of the game, where each time it runs out, the stats drop by some amount? An audio cue could be helpful too, since there is a lot going on visually already.
Well done pulling this together by yourself after a long break from Unity! It's a cool liitle demo. I think it would be interesting if the paths were more complex than a straight line, like if your movement had to follow the layout of the roads or avoid obstacles, to make it more challenging to visualize an optimal solution within the time limit.
Great looking visuals, the shader works really nicely with this art style! My only issue was that it was super hard to hit the enemies (or tell if they were being hit?), but shooting an increasing number of guns was a lot of fun.
Nice music! I found it hard to tell whether I was doing the right thing at first, but I did manage to deliver them all!
It took me many attempts before I spawned somewhere I could get enough momentum without getting stuck on anything, but once I managed that, mowing down zombies felt very satisfying! I'm really impressed that you managed to make a solid map generator in such a short time.
This is a great concept! I'm impressed that you managed to make so many well thought out levels
This is cool, I really like the modular ship idea! The art is very nice too. It might have been nice to have a little warning indicator in the direction of approaching enemies so I'd have a couple of seconds to prepare
This is a really unique idea! I love the sound effects. I would have found it helpful if you had some easier levels right at the beginning, since it's tricky to get the hang of the movement, and a little discouraging to try to navigate so many narrow twists and turns right off the bat.
This is so much fun! The music is great, and suits the game really well. Keeping track of a bunch of bees and tying not to get any of them killed was an interesting challenge. It was hard not to end up attacking along with the beat, it just felt right!
I made it to tier 5, and very nearly got to 6. I'll definitely be giving it a few more tries. This is crazy impressive, there's so much depth packed into this little game, and a lot of replay value. The art and music are excellent too. Great work!
This is a great concept! There are some little quality of life imporovements other people have mentioned already that would be nice to have, but it's a solid foundation. I hope you'll consider adding more levels!
This was a lot of fun, and surprisingly addictive! I'm impressed by how much complexity you fit into a compo game. One thing that would have been a nice addition is having the camera follow the truck.
@samboyer276 Thank you!! I'm still using 3.5 because I've had too many problems with web builds in 4 to risk using it for a jam. It's a shame, because I really like the new features :disappointed:
@pipima Good catch! I was very sleep deprived when I was making the levels and somehow totally missed that :sweat: I appreciate the feedback!!
Really great art! I think I kept accidentally cancelling the audio on the phone call though? Clicking on it made it stop, so it took a few attempts before I ended up hearing the message.
Tough to play without a controller, but it was worth the effort! The art is really nice, and the chaotic inventory management concept is a great fit for the theme.
Great job making a compelling story with thoughtful dialogue choices! I would have liked to be able to skip the first scene and start again from the room with the old lady and the little girl when I made a mistake, just so I could progress in the story a bit faster
I like the sound and visuals, it's a very well polished entry! I appreciated the level bonuses that added a bit more incentive to act quickly. I'd like to see where you would take this if you were to add more difficult challenges!
It took a bit to understand all the steps I needed to follow, but once I did, I had a lot of fun with this! The art style is really nice, I especially like how the enemies feel varied even though they're small and simple because of the different animations
This is a lot more challenging than I expected! It made me think very carefully about my moves. It's a clever idea, and well executed. Awesome work!
I really enjoyed this game! Great concept, great execution. The kaiju designs are super cute. The energy was a bit hard to see. Maybe a different color, an outline, or a bigger pickup radius would make them less easy to miss? But overall, a fantastic game that I'll probably come back to play again!
Really solid game! I could spend a lot of time playing this. I like the variety of different summons and strategies, the roller ended up being my favorite. I just wish the slimes were a different color, I kept walking into them because they blend into the grass when there are a lot of other higher contrast elements on the screen.
I really enjoyed the variety in the boss fights! The art and music are excellent, and I appreciated having the option to grind for extra perks.
One minor bug I noticed: with the first boss, sometimes the sprite would disappear instead of doing the attack animation. It was a bit confusing at first, but it worked normally on most attempts.
Blood for the blood god!
Love the particle effects. Around wave 3/4 I didn't feel like I had enough to do, since the sheep that were within a reasonable range were all gone, but there weren't a lot of enemies to deal with. I think you could make it a bit harder, with more enemies per wave earlier on to keep the pace up.
Amazing art and sound! I love the whole aesthetic. Great job making so many levels with a lot of puzzle variety, I really enjoyed figuring them all out.
I love the art style! I had to play against myself because I have no friends :upside_down: But it seems like it would be a lot of fun and an interesting challenge to work out a good strategy against another person.
Very funny concept, and I love the art! One thing I would have liked is a clear difference between the mowable parts of the grass and the non-mowable borders around the edges and buildings. In those last few seconds it was a bit stressful having to go around the perimeter looking for bits I missed when it all looks the same.
The game froze as soon as I put all the spheres down, so I never got to see what I summoned :( Aside from a few parts that felt a bit too unforgiving, the level design is really well done! The puzzles are interesting, and you did a good job of clearly introducing new elements.
Great concept! I'm just as bad at this as I am at real life sports, but it's much more enjoyable. I wish mana regenerated a bit faster, or that I had a more direct way to fill it, because it feels bad when I start a round already doomed and can't do anything about it until it's too late.
Cool take on the theme! I appreciate that you included a zen mode. There were a few times when the pipes didn't seem to be working, but I may have been doing something wrong.
I'll admit it took me a pretty long time to figure out how to play properly. I kept trying to use all the initial ingredients at the same time and didn't understand why I couldn't beat anything :face_palm: But once I got past that, I found it fun and addictive! You have some really solid mechanics here.
Today I learned I'll never be a decent summoner. The art and music are excellent. It would be nice if there was a pause that waits for input between each significant change in the spirit's appearance, so I could look at and appreciate the art without scrambling to not fail, but maybe that's more of a skill issue on my part!
Getting the camera oriented was a bit of a struggle, but I love how chill this is! I'd like to imagine this is a authentic experience of being a frog.
The death sound effect made me laugh! It would be nice if the enemies started out slower, or if there was more varied terrain to hide behind. The only time I was able to successfully summon was when they spawned inside a wall and couldn't come after me.
It's interesting to be on the other side of the tower defense for a change. Having the difficulty ramp up more over the course of the level would be nice, but I like the concept!
More games should include a color picker. Of course I stupidly chose a color that blended into the background the first time around :sweat_smile:
I really like how the boost meter encourages stealth. Having to be patient and strategic about stalking my prey made for an interesting challenge. The evolution mechanic is a cool way to add a bit more long term strategy, too.
This is gorgeous. Great platforming, and a really cool concept! I appreciate how you managed teach the mechanics by integrating the tutorial into the environment design. The firefly area was a bit confusing at times, since some sections never got any light. I wish it were slightly more friendly to navigate when the fireflies are lit, but I like the general idea. There are a reasonable number of opportunities to practice each song before having to execute combinations of them quickly, so it felt like a good challenge without getting frustrating. I would play a full version of this!
Very funny! I'd have liked the kick to be more responsive, or for the cats to fall quicker. I was so focused on not missing the timing that it was hard to manage the distance or pay as much attention to the enemies. A successful kick was super satisfying when I got it right, though!
I felt my cat silently judging me the whole time :grimacing:
Super cute art style! I enjoyed it a lot once I got the rhythm down. You definitely succeeded at introducing a little magic into mundane tasks.
You packed in an impressive number of levels and mechanics! I really enjoyed the variety of puzzles. The mechanics were well introduced, and just the right level of challenge. Love the retro asethetic, too!
Love the minimalist art style! The animations and color palette make it feel polished despite the simplicity. The upgrade options add a lot of variety. I appreciate the distinction between upgrading current vs future creatures. Especially early on, it makes the choices more interesting and impactful. Great job!
That movement is crazy satisfying! I'm impressed by how intuitive it felt to navigate the level in an unexpected way. The snail animation adds so much character to a unique concept. Awesome job!
I love my new hideous demonic outfit. I started out with the best intentions to fill in the right colors, only for it to inevitably devolve into a mess. This is delightfully creepy, and a super unique take on the theme!
@euske @yanato I wish I'd had time to add the bad ending :disappointed: I had a whole gory chestburster animation planned
@andriana-mantidfly Thank you!! I'm so glad you enjoyed it :heart:
@big-cyckos I appreciate the feedback! Sorry about the lack of clarity. I wanted it to be difficult to assess at a glance, but not to the point of not making sense. There's a particle effect to show the contamination level on the workers. Even a mild case needs at least a few seconds of spraying to clear completely. I hope that helps?
This is a cool way to use the theme as a time limit! I think if you made the growth a bit more obvious visually, you could remove the timer and let the art communicate the urgency by itself. I'd love to play more levels exploring this concept. Putting some hazards on the ceiling could be an interesting way to add more tension.
You fit a lot of variety into this! It's tough, but that's probably mostly a skill issue on my part. Those rainbow candy-looking projectiles look so appealing that I kept wanting to collect them. I appreciated starting with enough health to get a good feel for the game even when I was terrible at it. It was nice to have time to get some upgrades, see a variety of enemies, and try to get enough practice to suck less the next time.
Beatuiful art and mood, cute dialogue! It took me a while to figure out how to get into the swamp, but I managed to find all the wisps in the end. I hope you continue working on this, it feels like a great intro to a longer game.
This is really beautiful. I played through all the endings, and I appreciate that you put the time into showing a variety of outcomes. The extra effort it takes to even consider healthy choices when you're in a dark place is so relatable.
The constant sound of kids screaming stressed me out almost as much as the gameplay :sob: This is hilariously chaotic.
Instead of being thrown into the deep end after one big tutorial, it might have been helpful to ease in by unlocking one skill at a time. It was a lot to figure out while children were dying horrible deaths all around me. But the panic definitely enhances the mood!
The music is AWESOME. I'm terrible at bullet hell games, but this one didn't feel unreasonably punishing, so I appreciate that! Cool interpretation of the theme.
The employee of the month sign made me laugh. And then feel like a jerk.
This is crazy polished for a jam game, and my favorite so far. The art is gorgeous! I'm a sucker for a creepy cult aesthetic. The titles add a ton of replayability. I'm going to come back to this one later to try for all of them!
This is a lot of fun. I especially like how you set up level 2. It seemed too convenient at first to have all my critters rolling back to me, until the sharks started eating them all!
Adorable, funny, and unexpectedly educational?? The animation is absolutely stunning, especially considering the time limit. This is a unique experience. Well done!
I love a good idle game! The music is perfectly chill for a long play session, and the color palette is so cozy and inviting. Super minor nitpick, but I'd like if the fish were just a little bigger. They're so tiny that I didn't feel like making the effort to click on them after the first couple of minutes, so I ended up just letting it run at its own pace. It still works fine without any clicking, but given the slow early game, it would be nice if that option were a bit more compelling.
Cute art and animations! I like the design of the critter, and the freaked out expressions on the people make it really funny to mess with them.
@doomky I couldn't reproduce the cropping/scaling issue, so I'm not sure if it's fixed, but I tried everything I could think of to make the scaling more flexible. If you get a chance to try again, let me know if you're still having any problems with it!
Thanks for finding a workaround @morepixels!
@wolfier Thank you!! Those tiles trigger every adjacent tile, blank or otherwise. I know there's one in level 7 that can blow up the whole level, but that might be the only really dangerous one that made it into the final game.
They're also useful for dramatic reveals, I guess 😅
Best I could do was 200 days! I appreciated that the music didn't feel repetitive even after playing for a long time.
Is there a way to clear out expired cargo from a planet without thanklessly shipping it across the galaxy? Because I could enjoy playing this for hours, but things fell apart pretty quickly once too many rarely visited planets piled up!
My best score was 21! Killing enemies with an umbrella is the best part. It felt a little unfair sometimes when I couldn't tell why I died. Sometimes I could hit the ground with a little more speed than I intended and be fine, other times I seemed to die just from jumping? Despite that, I had a lot of fun with it, and made many (failed) attempts to get close to the dev high score!
This is lovely! You really made the most of those 9 hours. I wish I could've retained the information I found between attempts, but I managed to make it to a few of the endings anyway. I'm tempted to try making those CADs now.
I enjoyed the complexity of C1 and C2. You established the mechanics really clearly in the earlier levels, so it felt like an appropriate level of challenge. Super fun game, adorable robot vacuum!
I love the art! The critters are all super cute, and I appreciate the variety of enemy types and attack methods. The range of upgrades made collecting tablets feel exciting and super rewarding.
Picking up items could be a little smoother. It wasn't obvious that I needed to hold down the button, and it didn't always work as expected. I think it would also be nice to have some additional places to recover oxygen, to allow for longer dives and more novel exploration time.
The library decoration part is well put together, but it feels like a separate game. Collecting tablets was interesting enough to stand on its own, so I ended up skipping most of the gifts in favor of those sweet, sweet upgrades.
astrohaul-screenshot.PNG
My favorite game so far. Great combination of simple controls and interesting choices!
I ran into a bug where stamping the top letter in a pile stamps through all of them, and it got me fired :( I was just trying to be more organized.
Other than that, I really enjoyed this game! It felt complex enough to be interesting, but not overwhelming. I'd totally play a longer version of this.
The art and sound are excellent. It's a shame you didn't have time to expand on it, it's an interesting concept and I was hoping to play more!
Today I learned I'm an efficient, man-hating monarchist.
The multiple endings add a lot to the simple mechanics. Nice job!
I love that chicken souls are just as vaulable as human souls. Wholesome <3
I'm pretty confident I can forge my way to social success now, thanks!
This is a great concept, and well executed. I appreciate that you included a zen mode, I liked being able to try all the levels panic-free.
One minor quality of life suggestion: it's hard to remember which color I used previously when there are several similar ones on the palette. Being able to color pick from my own canvas would be awesome.
Really unique take on the theme, and I love the art style. I was worried it would feel tedious at first to control Dave indirectly, but it felt extra satisfying once I started to memorize the patterns instead of panic-checking the code book while dodging blades! I would've liked a way to cancel just the last shape instead of the whole code because I kept walking back over the same button after pressing it and having to start over, but that may just be a skill issue on my part.
Super clever puzzles! Every level challenged me to think about the mechanics differently. I ended up having to skip a couple of them, but I will be back for a rematch when I have more time to really think them through!
This is the kind of puzzle game that inspires me. It's going on my "I dream of coming up with something this elegant" list, and I will be taking notes on my next playthrough!
The music absolutely slaps! I'm so impressed with how complete it feels for a jam game. I'd love to play a linux build, the web version is pretty laggy for me and it made the platforming extra hard, so I couldn't make it to the end :(
This just feels delightful to play. The music, the chill pace, the dialogue, and the vibes in general all come together really nicely! It makes me nostalgic for a time that never existed.
Great UI design! I really enjoyed the puzzles and experimenting with how the signals combine.
I feel like I just finished a stressful work shift, so 10/10 for immersion :upside_down:
The art style is awesome, those alien faces are genuinely FREAKY. The flag signals add a really cool twist to the Papers, Please-like mechanic, and I appreciate that it's reasonably forgiving yet still challenging.
I've never felt so much inexplicable existential dread while playing a jam game. I look forward to a post-jam version if you get around to it!
The controls took some getting used to, but the feedback from blowing up creatures with the beam feels SO GOOD. Sorry little dudes!
This is a crazy ambitious jam game! It took me an embarrassing amount of time to pull off my first spell... A short pause and/or audio cue (or even another preparation phase?) at the start of each player turn would've been super helpful for my brain to catch up with the action, but I did eventually get the hang of it and had fun even while failing horribly!
This is SO cute :green_heart: The puzzles are surprisingly challenging, but also intuitive and fun! The rockets were a bit frustrating to stay on, but I was willing to tough it out for a sweet and relatable goal :)