So sad that I missed this one during the rating period, especially given that I'm a fan of your channel! Super clean stuff with a lot of content for one week, only major gripe was that in the last screen it wasn't super clear what was and wasn't clickable, which led to a little frustration. Maybe my favorite puzzle platformer in the jam, probably tied with 'Lil Spinsaw. Huge congrats on the placement!
ABuffZucchini
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It's so unbelievably funny you say you want a harder snail actually, there IS one and it's like a square tube with the snail in one corner and the lettuce in the other, and it sucks so bad. Every level we tried to make with it was either easy to the point where the snail didn't add anything, or it was like, the most impossible gameplay ever made, it's kind of hilarious. Maybe those levels will get to see the world one day... glad you enjoyed so much!!
A really clean entry! I thought the puzzles were well thought out and the art is SO clean too. My only main criticism is I think the player moves really slowly, which is maybe more just that the levels are pretty big? An early one in particular half the solving time is just walking on flat ground and waiting until you're in the other side of the screen lol. Other than that though, really clean concept executed nicely!
Glad you liked the audio so much, that was my job! Most of us are actually avid Celeste modders, specifically that's where Crispybag, NoahCrawfish, myself, and Spooooky all met each other. I also think that fact may have played a role in the boldness of the difficulty, as putting that kind of faith in the player alongside having those deliberate difficulty spikes is pretty par for the course within the content we're most familiar with.
Tysm for playing!!
The first boss rush game I've seen so far, interesting stuff! The actual combat feels pretty cool and while it's janky it feels awesome to get a weird multi hit combo in at the edge of the screen. Would've been pretty awesome if the bosses ramped up as they got lower on hp but what's here is fun and good and cool
Haha glad you liked! The snails were one of the first doohickeys made, and also ended up much more versatile than other doohickeys with a win condition (birdwatching is okay but you can always do it at the end, same with rain plants, discs are my personal favorite but they're also really hard and had to be introduced later bc of that.). Mice are useful and cool but on top of them not being made until a good few days in, they're inherently harder than snails because they have their own loss condition.
We had a bunch of extra rooms made that were actually scrapped partially for fatigue/keeping things concise reasons (and also partially because some of them were Evil) but it was also important we gave each doohickey some amount of love, even if some (sorry dizzy monster </3 ) got the short end of the stick. Looking at it from the perspective of people who properly understand the game and what makes it fun now, I think we mostly agree that certain doohickeys don't do much for the game and could've been scrapped to keep things concise, but that's the fun thing about making games on a time limit lol, there's only really time to think about this stuff after the deadline.
Thanks so much for the thoughts, it's interesting to look back on how translucent a development process can be when it needs to be done quickly.
Glad you enjoyed it so much! The reason it was done that way (specifically, it goes from 25% of the way up to all the way up in the last quarter of the time) was because we didn't want the water to be too visually distracting in the majority of the time playing. By the time it's going up fast, you'd already be familiar with how the room works in most cases, and having the blue over everything makes it a little harder to parse. The water rising faster is also when a water flowing layer gets added on top of the music, for a little bit of extra-fitting ambience :)
Was missing audio and some of the puzzle balancing was out of wack but this is generally pretty cool. I wish it picked a few bigger concepts to focus on and build on rather than being essentially a new game each level but most of the games are pretty dang fun. I personally enjoyed it the most when it was more arcadey than puzzley, those screens were really silly and fun
I think it would have been cool if the player had a reason to not just camp the upgrade station, like a secondary place (maybe that's where winding up could be?) the multitasking idea is cool but it's pretty easy to just get up to full super quick without much forethought or planning. Wish there was more than 1 enemy, the game overall plays pretty nicely.
Cute, reminds me of Tricky Towers! It plays pretty smoothly, my only major complaint is that I wish the camera would pan back down if you tried to move your piece anywhere but the top of your structure. I also didn't really realize what the coins were for for a bit, it would be cool if that system got fleshed out a little. Overall, I had a lot of fun! My pb is 169m :) banger game
Controls are really hard to get used to since which leg is at the top is always changing, but this is a very silly time. I had a lot of fun flailing around, and the music definitely adds to it. It's hard to come up with proper feedback besides obvious visuals stuff because at the end of the day it's really just like "what the hell am I playing bro" but this is a wild experience that will be sticking with me for sure
A very silly concept that plays pretty nicely, I wish the level design wasn't so restrictive though! My favorite parts were the ones where I could just swing around a bunch, the cycles were very scary since my hitbox was huge and there were unfortunately no checkpoints. The main mechanic plays pretty nicely though, nice job!
Very clean, does one thing and does it very succinctly, simplistic on the visuals side but it isn't a bad thing. It reminds me of that one plane game I used to play on my phone where you had to direct all the planes to the right airports and stop them from crashing into each other. Surprisingly difficult, too!
A cute simple platformer with some nice color choices. I think the ideas introduced are done in a sensible manner that makes sense but doesn't bring a ton new to the table, in the future from personal experience I recommend:
- playing with having sections that go in directions other than just right, I personally find that creating a downwards section for example just naturally introduces new and cool ideas
- experimenting with giving the player more function than just running and jumping, which is a bit extra but opens up a ton of potential for exploring avenues unique to your game. Technically this doesn't even have to be a movement gimmick either, it could be an environmental gimmick
- playing with structuring of the terrain when making things. even just adding walls and such can help control where the player can go, which can add a bunch of cool new avenues for movement. This can also be hazards, which are also explored a bit here
A lot of words but my main thoughts are that this is a great start and everything that's done here is done pretty nicely! Would love to see more in the future.
Some balancing issues (for example, enemies can spawn on top of you, but on the flip side you can just stay in a corner and spam your sword and then you literally can't die) but the concept is chill. Doesn't do a ton with its mechanics but the mechanics are solid and work ok, with some nice audio and visual feedback usually. The enemies spawning on top of you thing does make runs pretty frustrating, though.
This was super cute! A little laggy for me but overall a cute game where the focus is on the vibes rather than the gameplay. I thought it was weird that you couldn't move around with just the scroll wheel, and found myself having trouble navigating because I was used to that in other places, but I loved the shop and the outfits were a pretty nice touch. Really well done omg!
A pretty chill game that has a really smooth gimmick. I wish that there was a sound for when your boost was charged enough to use, and that the camera lagged behind the player a little, so you could get a better gauge of how fast you're going! I wish there were more levels because what's here feels pretty smooth and fun, nice work
The mechanic idea is very cool, there's some layers of polish that feel missing with it though, such as snapping onto gears better or maybe having an indicator for when it's about to break. I thought having gears you have to turn without knowing what they're going to activate or more importantly which direction to turn them was very frustrating, especially when you have to go all the way back down (with very little camera to do that with safely) to find out. I wish the colorwork was done a little bit differently, as it was often difficult to tell foreground and background at a glance, maybe some blueish tones towards the background? Regardless of all this though, it's still a pretty creative and polished platformer, that's very cohesive between audio. visual, and gameplay design. Nice work!
Interesting concept and use of the theme, I wish the player you moved as could do a little more though. Starts trivial as you can keep your spin uptime at 100% and then becomes way more difficult once one yellow guy gets introduced, but the basic concept is honestly really cool! Audio gets a bit grating though, especially the sound for a spinner coming back.
The UI design is really clean and polished, while I don't love the actual gameplay (sifting through a bunch of different resource types that all do different but very similar things is a bit of a headache) I think the visual design and audio in the game are both really nicely done, especially for having restarted part-way through! Very stylish.
The walljumping felt pretty nice! A relatively simplistic game but one that checks all the boxes consistently. The level design was generally pretty fun and I liked the inclusion of extra coins, plus the UI was a nice touch, not something a ton of games have much of, especially not to this level. Nice job! Only main gripe was I wish the character was a little faster, and that the balloons were a bit less finicky, I wasn't sure how they worked for a good bit.
For a game about gears you'd expect gears next to each other to spin together. The audio was notably really hard on the ears and could've used some better mixing. I think having an indicator that you can't spin gears while in the shop would've been nice, since that tripped me up for a good bit. Solid concept!
Camera could use lagging behind the player a bit so you can tell when the player's moving, enemies had variations but the variations all were kinda handled the same way. Central mechanic is interesting but I think the sounds are a little abrasive, and the gameplay becomes pretty formulaic and kitey once you've got the hang of it, which could possibly be solved with obstacles or more dynamic enemy ai. I like the character designs!
A simple but relatively polished game with a cool variety of weapons and status effects. Could've used some properly telegraphed enemies with different effects, and of course sound effects to really juice things up, but what's here is cool! I liked watching a million swords spinning across the screen, fun game!
I think the tech here is pretty badass, and the concept is neat, and education being in mind is a first for these games as far as what I've personally played, but in actuality it's just toying with a few finicky dials until they show up green, while an annoying hum plays in the background. The menus are pretty nice and I like the song as well, simple but effective. Not sure if it actually teaches anything beyond what the text says.
I wish the gun you currently had wasn't in the pool, once I got the railgun it gave me the railgun again 4 times in a row, and I couldn't try the others. The upgrades are simple but work nicely, I wish there was a consistent way to get health up somehow. The spinning mechanic itself doesn't feel particularly satisfying but being incentivized to avoid it due to its unpredictability creates some interesting scenarios. The dash doesn't feel like it takes the player far enough to be of much use, but it was generally appreciated.
Wish I wasn't bombarded with text at the start, it would've been nicer to have things taught a bit more organically, but this was cool! Having a bit more fine-tune controls would've been nice, plus some audio indicators for how the virus thingies worked. Would be interested in how this concept would expand.
The audio's mixed pretty strangely, and the art while plentiful gets pretty cluttered and taxing quickly, but there's clearly a lot put into this game, and the central mechanic is pretty cool albeit a little unintuitive controls wise. A bit more of a ramp up in complexity would be nice imo, as there's a lot happening right at the start, it kinda drops you into the deep and then just keeps going deeper lol. Very serious stuff
Game plays pretty well, the audio for hitting a note plays notably delayed which throws the player off imo. The rhythms get more interesting as it goes on, it's well designed in that regard and looks pretty nice. The scrolling didn't really add that much since I mostly just scrolled every beat, being able to integrate it more into the gameplay would've been pretty cool!

