This is a great concept and has plenty of space for making customized puzzles/solutions. I think more tutorial at the beginning would be good to explicitly set expectations about what the intended user experience is. I may have needed a bit more hand-holding.
Ammie&Deluce
Creator of
Recent community posts
Its impressive that the entire journey to find the son was a continuous and long un-cut one-shot. My favorite part was when he went "You want some?" and I was like "No, no I'm fine thanks. Lets find your son, sir." And then went on to watch a feature-length film about a drunken man walking on the street.
The loop was the physical walk, you started in the basement and ended in the basement. Brilliant.
This is such a cool concept and execution, I love it. The patterns get increasingly difficult and feels like a tough challenge. I think it fits the theme well and if this was the climactic boss fight of an indie game, the payoff would be amazing.
I think this kind of design would work amazing with a controller and an undertale-esque overworld
Though at most there are 4 worms moving simultaneously it is still a bit too much multi-tasking for my last remaining brain-cell to handle. I think some more intentionality behind the design (e.g., slowly building player muscles for solving problems at intersections and optimizing step counts for each worm) would greatly boost the enjoyment and pacing of the experience. Nevertheless, it was an interesting idea and I found the concept to be creative.
The puzzles are very well designed and the concept is unique. This is at a very high level of quality already and I can't imagine what it could be if packaged into a fully polished game.
Some points I noticed:
- The music is great but there's only a few tracks and it could get repetitive fast
- There seems to be a bug on level 10 where the third (circle) block can shrink more than its supposed to, damaging the solution, forcing a restart. I was able to replicate this only sometimes but not all
- There's another bug on level 12 where after you pass the height-check door. If you place the hat onto the pedestal from the left, then the camera zooms in and you fail for some reason. The dev walkthrough does this action on the right side of the pedestal, not sure what might be causing this issue other than the pedestal script doing some weird camera movement.
- The loading seems to take really long on the web version, perhaps there needs to be a loading screen or some optimization, as the restarts can feel like the game is crashing.
- The boss fight definitely changes the pace of the game, maybe there needs to be a bit more time and leeway for the player to react. It's also possible I'm just bad.
- Since the hat is a separate collider if the player jumps while stretched, they can "hook" onto a one-side collision platform and perform all kinds of funky movement. Not sure if this is intended in the game but it could make for some interesting puzzle solutions.
all in all this is a 10/10 game and deserves at least top 10 in the games I've seen from the Jam.

The implementation of the balancing is a clever design and mechanic that lets the player set their own progression curve. If you play defensively then it will be always in balance, but you'll have a harder time surviving later on. If you farm too much then you'll have to do equally well on the next scale, and if you didn't do well on the first scale - it can turn into a survival horror game on the second scale. The player is either punished or rewarded in a snowball towards positive and negative feedback loop as enemies chase you around and you are denied resource to get stronger if you play it too safe.
The game can benefit from a lot more juice in the controls , audio fx, and interface, which is something I would look forward to if in a full game.
The game can be slow in the beginning but it starts picking up once you put in a couple minutes and build the various structures. I think it would be really cool if I can have this running on my desktop background like those old aquarium screensavers that showing the town in its current state.
Its the most fitting genre when it comes to the theme of scale, and scale it does indeed!
A really cool take on the theme and I loved it so much I played through it twice. The puzzles feel really thought out and always present interesting questions at every step. The last few levels were especially challenging and fun to work out. 10/10 would love to see this as a full game.
Posting solution below, don't look if you want to solve it for yourself!
*SPOILER*
This game is so scalable you could probably make a whole game engine out of it. I am looking forward to this branch of Unreal Engine 6 you are building on Unity.
The moment that everything clicks together is really satisfying. The best puzzle game truly is programming.
Jokes aside, can you please tell us what this beautiful looking script does?
*SOLUTION SPOILER ALERT DO NOT LOOK*
The mechanics are really unique and the gameplay is interesting. Needing to manage the screen space as well as wall jumping makes my multi-tasking brain go brrr. However if you are not great at platforming games like I am, you will surffer as dying from taking the wrong picture can also feel very unforgiving and completing the tutorial can be a test of your skill ceiling.
The spikes (ground traps?) might need to visually communicate their existence as a gameplay element more, I had to step on it 3 times before noticing them the first time. Are they supposed to be sneaky like that? They also change color on different levels, which is great for art as they blend in but ... they blend in too well sometimes.
Otherwise, this was a challenging and fun game. I could not get the last picture as I failed to git gud.
The artstyle is amazing but the gameplay can be a bit more clear, things like adding an effective attack range indicator or hit feedback would be awesome. I particularly like how the animations were implemented and appreciate having multiple states for running speeds.
The spawn rate could be balanced a bit more with things breaking, I could not last longer than a few minutes. Though, this could also be because I suck at the game!
Thats great to hear - I'll give the windows build a try!
By couch-coop, I was thinking one player on the aiming and controlling the different modules mounted onto the vehicle - as it could be a lot to do for that player to just manage the cd timers on different loadouts as the setup becomes complex! The other player would of course handle the driving part, and perhaps there would be various upgrades to modify movement mechanics too.
In terms of game feel, I am thinking the players would do task division and communication that's designed to function similar to Lovers in a Dangerous Spacetime, CastingPlz, and Aegis Defenders.
I am also a huge local coop nerd and think there's not enough of em out there!






I love the vibe of this game. Art takes time and this does too.