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I wasn't sure what to expect coming into this game, but I was really impressed with what I got :) The art scratches the Fancy Pants itch, and I had a great time throwing myself at all the levels trying to work out how to get every star (which I can proudly say I did succeed at- 20/20 stars)

The level design was fantastic, I didn't expect it to be as good as it was. Solutions that felt incorrect ended up being paths to stars, and the whole ending sequence was a really cool shift and level callback- I wish it went for longer! I'll admit that I spent way too long on that star in the middle of lv6 before eventually working out how to get it- that bit was cool, albeit a little frustrating lol. I was considering saying that the inherent chance-ness of the physics was a negative- but the more I read about the game, the more I can see that it was probably intended, and to that end I don't consider it a bad thing. Lv4 seems like the only time that's a valid criticism, really, but given it's only one level that was probably thought of too.

You've already had people mention the music not looping, so I'll try to come up with other points! I think there could be a bit more guidance on where the missing stars are, maybe a little icon in the level select to indicate all the stars for a particular level have been found. I think that should be the extent of hints for the stars, though >:) The blue pulsating effect in the anti-gravity areas also looks really out-of-place, and broke the visual theme in the levels it was used in. Was it meant to be a watercolour-type effect? If it was, potentially lightening it and filling the whole anti-gravity area could make it feel more like a texture than a strange effect. Otherwise, I'm not really sure how to interpret what it was supposed to be, but that could very well be a me problem!

The whole game felt like a cool comic you'd see drawn by a kid (aside from the level design, I don't think kids are well-versed enough in puzzles)- and I really loved it! Again, terrific level design, love the art, overall really awesome game :)))

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Thank you so much for the kind words and through analysis, you made a lot of great points and it really helps a lot since I'm actually trying to start pursuing a career in game designing. Also its amazing that you could get all 20 stars! I meant to be kind of cruel with the stars but at the same time not penalizing those who didn't get all of them with some kind of reward other than the satisfaction of seen that 20/20 on screen.

I have to tell, I struggled a lot with the behavior of the blocks, trying to figure out how to make them more predictable but I ended up testing them with physics and it felt right, I thought it was cooler that way... but the downside was that designing the levels was waay harder because of that (of course the core mechanic of the game was already making level designing challenging), and, as I already mentioned, I have basically no experience with this, and this is why we have LVL4 for instance... its a failed level idea that I turned into something more "sandboxy" that will reward (with stars) players who wanted to play with that stack of blocks, but essentially you can just go through the level. I also had problems with "ghost collisions" for blocks sliding in some levels (specially LVL6, which I just wasn't able to fix the problem and its so annoying because it happens like 10% of the time and it kills me), so handling those blocks was an ordeal an took more time than I anticipated.

About the art for the anti-gravity area, its same with most problems the game has: I don't know what I'm doing 😅. I wanted to somehow communicate that it was a "magnetic" area with shaders and I couldn't spend a lot of time on that so I ended up asking AI to help me with this and the result was that thing and I didn't like it but I had to keep working on a lot of other stuff so... there's that... but I agree its out of sync with the rest of the art and theme and its good to point this out.

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I wasn't sure about the stars either, but the difficulty has honestly grown on me :) I'm a massive fan of difficult games outside of jams, and the lack of workarounds for finding the stars feels very Getting Over It! It's refreshing to have no shortcuts for a jam game like this.

I don't blame you for struggling with the block behaviour, it's a big dilemma to have 😔 I think they turned out really nicely though, I forgot to mention in my original comment but the little physics interaction at the start of LV7 really hammered that home for me. For someone with little design experience you managed the physics extremely well!

I found exactly what you were talking about in LV6 too while I was trying to get down that bottom area early- trying to push the grey boxes across the gap to push the ones on the other side, etc etc, I did notice the physics being a bit inconsistent there. It didn't really matter in the end since I didn't need to be doing what I was doing, but I did see what you're mentioning!

Magnetic effect makes sense for the anti-gravity, I do see what you were going for :)) Jam time restrictions strike again 💔