This is a super fun and unique idea haha. I love the chaos of it all, but trying to make your workers to be as efficent as possible is all too real haha. Also great work on the visuals and mumbles, it really brings it all together.
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This is an intresting idea, I like the RTS take on the theme. I think what I'm supposed to be doing is clicking the green dots then clicking the other dots (red/white) to command the green dots to interact? If that map is the playable area it would be nice if it was a bit bigger or you could zoom in. And more feedback on what my clicks are doing would be nice. Great concept and well done pulling it together.
Really interesting problem solving game. Could definitely be built out into a full release.
Its always tricky with abstract symbols to communicate what elements will do at a glance. If you're doing a post-jam build, I'd recommend in the initial few tutorial levels, having a partially operational solution to help players figure out what's happening. Eg. in T2, I kept trying to match colors because I wasn't thinking about electricity. But the error in T2 shows the following, which made me think the issue was on the prebuilt block rather than the issue being it not flowing past that block.

Great work!
I like the idea of rotating through the different styles but I found the most effective thing to do was put all the points in momement and run to the end haha. Maybe if the levels weren't random you could more reliably rotate through your styles because you know what to expect, when you'll need to jump / sprint etc. The art and animations are well done.
Thanks for playing and thanks for the recognition on the boss haha. He boss was implemented during the last few hours of the game, but I'm glad we were able to squeeze it in, although with less mechanics than we wanted. He still adds villainous vibes to the last round which is more than enough for a jam!
Very fun, and a dazzling amount of polish.
It's very interesting seeing the different takes on the beat loop genre and how the little changes radically affect the game feel.
I really liked the augment cassettes especially, as one big problem we encountered was we couldn't find a good reason to have rest notes in later levels.
Great Job!
A nice little puzzle. Took me 7 loops to beat it.
To anyone stuck, its not about playing fast, its about uncovering all the information you require to be able to beat it.
To contrast with the previous comments, I think you might be better off actually making the timer tighter rather than looser, I think the big trap I fell into was it feeling close enough that you might be able to just rush through everything and do it all without the intended puzzle solution.
Other than that, I couldn't tell if the timer stopped during reading sections, but not knowing made me instinctively try to skim the very important information I was uncovering. So making it clearer that the timer has stopped would also go a long way in lowering the tension.
The controls felt smooth, the art style was very cohesive.
Great job!
Really interesting idea and a great execution of that idea. I'm loving the audio design this Jam, and this is especially top notch!
I think this could do really well as a full release.
If you do go for a full release, I think some very lenient coyote time could take the pressure off the trickier jumps. Also some way to compare against other players like a histogram for how much fuel you used verses the average would be really neat.
Great Job!








