immediate impression was that everything feels too small on the screen including the ui, looks awkward and a little hard to process what i'm looking at. i spent too long fumbling around not knowing what to do before consulting the description and then i was still confused..... eventually read enough comments to clue me in and the puzzle system does seem interesting. feel like with some workshopping you could come up with a theming that feels more intuitive for it but of course this is the nature of jam ideas sometimes. it does make me wonder how you got to it though, was it chaining mechanic first or idea of bringing pals to the lost bar? there is a nice motion on the getting rid of structures the way it wobbles, seems like you intended to have more of that kind of feedback throughout, but it's nice that there's a bit of something still there.
Viewing post in Pints for Pals jam comments
it turned out to be rougher than i wanted to bcs of the time, and im not used to programm in godot, i usually go with unreal engine but since it cant export to web i wanted to use godot this time ... found out at the end c# godot cant export to browser aswell x.x i thought about the theme first, but i wasnt sure if i go with "Pals" like friends, mouse and co. or go with palworld pals^^