I had a great time playing this! The pixel art is gorgeous, and the demon character designs are full of personality. I made it all the way to 0000, and it stayed engaging the whole time. The sound design and visual feedback made every action feel satisfying, and I really enjoyed the game's weird, dreamlike atmosphere. I never completely figured out how the goblins worked or what all the icons above them represented, but I understood enough to use them effectively. If eternity in hell means smashing boxes alongside adorable goblins and exchanging jokes with sarcastic demon coworkers, that honestly doesn't sound too bad.
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Gazillion Boxes's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #304 | 4.085 | 4.085 |
| Artwork | #321 | 4.396 | 4.396 |
| Narrative | #359 | 3.920 | 3.920 |
| Audio | #364 | 3.854 | 3.854 |
| Creativity | #887 | 4.064 | 4.064 |
Ranked from 437 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The counter starts at 9999 and ends at 0
Comments
I am not a big fan of idle games, but i am persistent. I thought that it was fun, and the art and sound design were nice. If it weren't so chaotic, I'd be feeling goosebumps. When i first tried to play this game, i left, for i thought it had crashed. little did i know that it was just loading for a few seconds. all in all, a pretty good game.
What a game, so addictive, shame it lets you underflow the numbers, i suspect top 20 ; )
What an absolute masterclass of an entry. I think I could (and probably will) spend hours on this.
Where to even start? The theming and styling maybe, just beautifully Nitrome-y with a super-pleasing and intuitive GUI and animation set. The constant reminder of the target combined with the demonic narrative element is absolutely on-point (and reminds me of my personal idea of hell).
And then mechanically, I've no idea how so much was managed to be squeezed into a jam entry, but the curve from hand-smacking a few boxes into a sort-of Box-Beating industrial complex is an absolute dopamine machine and so well balanced.
Easy favourite and I'm glad it's getting recognised the way it is, I'd be absolutely stunned if this wasn't a Mark favourite and/or a category winner.
Absolutely inspired, never seen a concept like it and it's fleshed out so well, you wouldn't even think it was a jam entry! Start out wandering where it's all going with a strange core mechanic and quickly evolves into obsessive busy work you can't pull yourself away from. Well done!
Unreasonably good. More idle/incremental games need to let you control an avatar and bea part of a world. This is really cool. The theming and characters are exceptional. Awesome vibes and aesthetics. Good music.
This must be the best game I played in the jam so far. 5/5 on everything for me :D it is my kind of game to be fair though. Great job!
i played until i dropped the countdown to -33333
at least devil creatures opened the gates for me
(WAIT, ARE THEY ALL SLENDERMEN.!>&!/!??)
This has a really fun little factory-chaos feeling to it. I like how the boxes, holes, worker character, and grid layout make the goal easy to read without needing a giant tutorial wall. The countdown theme works nicely because everything feels like it is about staying ahead of the mess. It has that satisfying quality where the premise is simple, but the screen starts making you think pretty quickly. The little world details, like trees and candles, give it more charm than a plain box puzzle would have. I also like that it feels tactile, like you are physically managing a tiny workspace. Very clean idea, and the title sells the absurdity well.


Absolute masterpiece!. Actually it is hard to believe this was done in just four days totally from scratch. I mean the level of detail is absurd, even the dialog has plenty of jokes. I was surprised when I saw a joke reference about no one completing a gamejam game. The look & feel of this game is consistent and the art is simple and well done. The only thing I can mention is that sometimes magnets do things I do not want them to. Sometimes I placed them near sources of energy and literally moved all the boxes in other areas, that's about it.
Amazing job!
Thanks for playing! I’m glad you enjoy it!
It would be impossible to create it from scratch. But if you have a dialogue system from one old game, a window manager from another, movement from a third, and tools for balance from a fourth, it becomes something that just requires some practice.
Yet all of it definitely doesn’t help with some bad ideas :D Like, there are three different mechanics for upgrading machines. I still don’t know why I didn’t just add three upgrades for all of them.
Turning 9,999 boxes into a chaotic automation problem is a brilliant incremental hook, and the strange world and funny dialogue give it so much personality!
I love the aesthetic and feel of everything; all the actions feel super responsive and meaningful. The general gameplay is fun. I was sort of confused about the function of some of the auxiliary machines (the treadmill and button), and wasn't sure why the boxes seemed to hate being on the islands. Overall a great incremental with some cool automation!
Wow this is super cool, congrats on making it in such a short time! Really impressive
a little annoying that I have to actually break boxes to progress once I'm automating stuff








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