Thanks for the review! That’s the very end, where you got stuck. I was on the fence whether to include it or not, being a pretty cruel ramp-up of difficulty. Mwa ha ha. The trick is to stand on a soldier’s head and jump to the goal.
aksommerville
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Not sure if it’s just on my end, but the movement controls were Q,D,Z,S – a very odd choice! I’m running in Wine under Linux, so it could be just a Wine thing.
I played a couple rounds and then it spontaneously restarted. That was frustrating enough to make me stop. Didn’t understand which plants were illusions and which real. And also, what does one do with real plants that aren’t part of the order?
Love the graphics and the overall mood. It’s like if Art Spiegelman drew an adaptation of 1984.
First time playing through, I did it fully obedient and after 20 days or so, gave up and tried to just light myself on fire. Getting what I deserve, for being such a tool! :D
There were a couple inconsequential bugs. Some sprites render in the wrong order, like the cocktail would usually render above the hero, even when the hero’s standing below it. And once, my load-the-furnace task marked complete when it only had 10/20 coals.
But what really kills me is the mouse requirement. It’s not being used for pointing, just being used as a button, so why not also allow the keyboard to trigger interactions? I strongly prefer to play games with a gamepad, and that’s no problem if everything is reachable from the keyboard, can take care of it on my end. But if the mouse is involved, I’m stuck. :(
So cute and silly! There’s something a little devious about playing these innocent people, pretending to care about what they’re doing… (devious in a fun way, I mean). Props for making all the assets yourself, I love seeing that.
There were a couple times that I gave a generic compliment but it fell flat, and that seemed wrong. Something like “Your work is a genuine inspiration!” and they respond like “That wasn’t for me.”
It’s very pretty and the backstory is compelling. But I didn’t understand how to make any progress. I flew to the indicated city, created the indicated level of rain… then what?
There’s some glitch when raining, it seems to produce the raindrop sound effect so fast that they interfere with each other until a low-frequency buzz is audible. I had to take my headphones off to continue playing, it was pretty bad.
I must have missed something. At the second level, after sinking the ball the same level starts over.
Saw your remarks about fake platforms, but I didn’t find anything like that in the game, despite trying everything we seem able to do.
One thing I could suggest, on a purely technical level, is you might want to look into Pointer Capture. As is, the iframe can lose pointer focus while aiming and it feels kind of broken.
It needs some feedback during the spam-Q bits. The user doesn’t really feel like he’s doing anything. I kind of wanted the fading out to reverse on each stroke of Q, and fight it back to light.
Also, among the many design flaws here, one that really piques my curiosity: When you walk into a wall diagonally, you end up moving faster on the free axis than if you were moving on just the free axis. How does that happen?
The transitions sometimes feel cheap because it’s not immediately clear what color the background is changing to. I think if you had it blink at a slower rate before changing, it would be easier to understand.
Also, I don’t get why platforms impede horizontal movement, if you hit them on the edge. That’s unusual for one-way platforms.
Lovely graphics! And the music too, it really makes you want to keep playing. Seems like to get a good outcome, one needs to internalize the composition and value of all the tricks. I didn’t quite get there. Cool that it’s very forgiving of suboptimal play. Like, I can make a bunch of really bad moves and it’s fine, we just move along.
Great work here!
Short and sweet, if not very interesting to play.
Kudos for writing it all yourself. I had to peek behind the curtains a little, and I’m really impressed by the small download size and legible source. And your audio.js is a masterpiece! It really works.
It’s reassuring to see devs like you, coding intelligently and conservatively direct to the browser APIs. If I hadn’t looked, I’d have guess this was a hundred megabytes of Godot cruft. :D
Such a clever take on the Illusions theme! I wouldn’t have guessed before that a game could be built coherently around these Escher-style illusions, much less that it could be done so slickly and in just two weeks. Man. I’m impressed.
If not for The Fatal Bug, this would easily be the best game here. I dunno, still might be.
Ahhh just a nice, normal racing game :D
Two little misses: The music doesn’t quite loop right, there’s a bump when it repeats. And there were I think two bits where you have to click a button with the mouse – need to make those gamepad-accessible, to spare the player having to reach for the other device.
Won’t say much to spoil anything for other players, but man, the surprises were all surprising. Great work!
I couldn’t figure out what to do. Tried flying all the way up as a bird, biting the wall as a dog… I’m stumped.
There are three little misses in the audio that really stand out: (1) The background music is way too short, (2) music doesn’t loop properly, there’s a jump at each repeat, and (3) the jumping sound has an enormous lead-in time to the extent that it doesn’t even feel connected to the action. eg, jump right when the music hits a kick, and the sound plays against the next snare.
This could really benefit from Pointer Lock API (https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API). If you’re not doing that, you should keep the cursor visible, since reaching the end of the window is a problem for unlocked pointers.
Beyond that, the game looks great. But I couldn’t figure out what to do. It told me to find the missing flower, then a bunch of other things, and I couldn’t complete any of them.
I had fun with this. But the level design was pretty bland, most of them were almost exactly the same, just the one jump-and-toggle trick over and over. There’s so much more you could do with this mechanic.
Also, not a serious complaint, but what’s the deal with “Please wait to continue…”? Why not allow starting the next level immediately?
Changing the music when you toggle is a great touch, totally works.
Failed to launch for me, on a 2019 i5 iMac:
The application cannot be opened for an unexpected reason, error=Error Domain=RBSRequestErrorDomain Code=5 "Launch failed." UserInfo={NSLocalizedFailureReason=Launch failed., NSUnderlyingError=0x600001346af0 {Error Domain=NSPOSIXErrorDomain Code=111 "Unknown error: 111" UserInfo={NSLocalizedDescription=Launchd job spawn failed}}}
Cute and pleasant. As others have noted, I thought the controls were pretty floaty, and there is an opportunity for hinting at the cats’ location. Maybe like the other barista points in the general direction of any remaining cat? Something like that, where’d you pay by taking the time to look at the hint.
But real nice on the whole, good work!
Real nice! If there was a clock or other scorekeeping, I’d probably play this half a dozen times to optimize.
One little thing that jumps out is that it’s much more difficult to play in egg form, and progressively easier as you approach birdhood. Which… well, that is how birds work, but we ought to have the more difficult bits at the end somehow instead of the beginning. A puzzle!
Great concept, great take on the Change theme. I struggled with the controls and the physics and gave up after 10 levels or so, there was just too much friction between the way I want the thing to move and the way it does. Tho it’s hard to pin down exactly what was going so wrong.
I really love the minimalist presentation. If only it could feel as good as it looks, this would be one of the best games here.
Nice and chill, and lovely art for the puzzles.
With everything the same shape, and the pieces’ aspect distorting when moved between the two zones, I found it was easiest to mostly guess-and-check. Drop a piece near where I think it should go and look at whether the counter goes up. That felt a little cheap, not the way I’d like to do it.
I think I ran into a bug, no idea how this happened, but the second puzzle came up 3 pieces short:
(i checked under the table, between the sofa cushions… nothing!)

























