One of the best puzzle games so far. Really well done to the team.
Atipix
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I’m in the same situation on my side. I also ended up with a Windows-only build.
I’ll set up a session dedicated to Windows games and give yours a proper playthrough and rating.
Here's mine : https://atipix.itch.io/rover-drift
Hello, I just rated your game. If you’d like to take a look at mine : https://atipix.itch.io/rover-drift
These are good ideas (especially the notebook system), and the game deserves to be polished further.
I got stuck on the key crafting system. I thought I had correctly replicated the one from the other room, but maybe there’s something else I missed? I was wondering if the little drawings that get added to the notebook might be clues to something.
In any case, congratulations on your game.
Hi, I rated your submission.
So far, it’s one of my favorites. I would have liked to be able to play it with a controller. Otherwise, I don’t really have much to say. Everything is very well executed and consistent. I haven’t managed to finish it yet. I’m having a bit of trouble with the wall jumps without a controller. I downloaded it so I can try to finish it later, in better conditions.
My main piece of advice would be this: in a game like this, smart level design is everything. That’s what truly makes it work. So far, you’re on the right track, the foundations are solid. If you keep prioritizing thoughtful, well-crafted levels, it can grow into a very strong puzzle platformer.
Here’s the link to my game if you’d like to check it out: https://atipix.itch.io/rover-drift
Well, it was a very unusual experience, but I didn’t find it boring at all. There’s a strong narrative aspect you either like it or you don’t and there’s also a slight bit of challenge (just a little), with the platformer section before the sheep.
On top of that, it tells a dream story, and it’s perfectly consistent with the weirdness that dreams can have. The unusual gameplay also adds to that strange atmosphere. GG.
After a few minutes of playing, I started to get a good understanding of the card colors, the population types, and the biomes. As for the effect cards, after a while they begin to sink in as well (even though I haven’t fully understood every single effect yet), and they start to make sense within the overall gameplay.
Regarding card/mission balance, I don’t think I can give a very definitive opinion, since that’s something that really needs a lot of repeated plays to evaluate properly. So here’s just my personal impression based on my experience: I didn’t notice any particular imbalance. There were a few moments when I couldn’t play a card, but not too often, and I felt like my objective was achievable (I needed to get 5 mountains, but my opponent won, it was close, I had 4).
And as for whether I would play it if it were a physical card game, the answer is yes :)
The mechanic is cleverly designed, and the first two levels do a good job of helping you understand how it works. I made it to the end. It’s genuinely very well thought out, well done.
Visually, nothing felt off. The art style is consistent and works really well overall. I’d definitely be up for a few more levels.
I managed to beat the boss :)
The gameplay feels solid overall, but I think there might be a small bug when jumping to the left while running. Jumping to the right works fine, but to jump to the left I have to release the movement key first before I can jump. Aside from that, it handles well and is easy to get into.
I sometimes had trouble seeing my cursor because there’s a lot happening on screen, maybe replacing it with a more visible sprite could help.
As for the sound design, I really liked it and found it very fitting. Nice little game
The game is good. Here was my experience:
At the beginning, I spent some time trying to understand what was going on. Then I realized that the tactical view and sending troops to capture nodes on the map are just as important as piloting the ship itself. That’s when it started to make more sense and became engaging. Overall, I’d say that once you clearly understand what’s happening on the map, the game starts to become fun.
However, my general impression is that it felt a bit slow. For example, I would have liked the recharge bars to fill up faster so the action could unfold more quickly (especially to better match some of the music). Either increase the pace or make more things happen on the map. One way or another.
At this stage, I wouldn’t say it’s a game I’m eager to replay yet, but if you add more rhythm to make the games shorter and enhance the UI with some visual effects, it could definitely get there.
Yes, I did see that and I managed to free the caterpillar. However, afterwards, when it was on the ground and I possessed it, I couldn’t do anything anymore, not even switch back to controlling the rabbit.
Aside from this, I think it’s a really clever idea, and I’ll definitely be following the development of your game closely.
I made it to the section where the lava starts rising, but I couldn’t get past the platforming part where you have to jump to escape it. Even after several attempts, that section felt clearly too difficult, the lava is too fast.
If you want to include platforming elements, I think it’s really important to fine-tune the physics, colliders, and the physics materials. I often got stuck on platform edges and couldn’t jump properly, which made it feel frustrating rather than challenging.
In terms of visuals, I think the game just needs a bit more polish. You could add seams or better UV work on some meshes to avoid stretched textures, and maybe make the breakable walls slightly more readable.
That said, the game is cool overall. I really enjoyed it up to that point, and the mine cart mechanic is a good idea.
Honestly, you could build a full labyrinth/puzzle game around that concept.
Hope that helps!
I scored 4082 in easy mode, but I wasn’t able to make much progress in normal mode. It feels like there’s a gap between the difficulty levels.
As for the fun factor, I’ll be honest, after a while it started to feel a bit repetitive. Maybe you could introduce some variations as the player progresses. For example, you could occasionally change the arrow’s color, and that would mean the player has to press the opposite direction, or adding visual elements that slightly disrupt focus.
Just ideas to keep things evolving.
Regarding intuitiveness, it took me a little while to understand exactly what I was supposed to focus on. I eventually figured it out, but I think many players might not take that time. My suggestion would be to add a very easy first level where, for example, each correct input advances progress more noticeably (like 2 neurons in a single pump). That way the player immediately understands the mechanic.
Also, when showing the mouse input buttons, they’re displayed on opposite sides of the screen. It might be clearer if they were placed next to each other.
I hope this feedback helps, nice job on your game 🙂
Looking forward to playing your game!
Here is mine : https://atipix.itch.io/rover-drift
After playing Flaming Jump's, here are my thoughts on the 2D physics and visuals (I’m focusing on the 2D part since the 3D section still feels more like a prototype to me).
The character feels a bit too floaty, adding slightly stronger gravity or a fall speed multiplier could help. I’d also suggest implementing coyote time (a short grace period that lets the player jump a few frames after leaving a platform) to make the controls feel more responsive.
It could also be great to add variable jump height: small jumps when tapping the button and higher jumps when holding it. Right now, even to grab a low pineapple, I have to do a full jump. Increasing the pineapples colliders slightly might help too, sometimes I touch them but they don’t get collected.
Visually, everything is clean and readable, but maybe a more unified color palette could give it more personality. The frog design is really nice though!
Of course, this is just my personal feedback.
GG on your game 🙂

