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BurgerWithCheese

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A member registered Jul 05, 2025 · View creator page →

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I posted the speedrun here: 

I had a lot of fun getting the time down!

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Thank you so much, I'm glad you enjoyed the puzzle design!

I apologize for the audio being so annoying, it was one of the last things I added; I've now learned that a game with no audio is better than a game with annoying audio! I really appreciate your suggestion for a much more pleasant way of representing glitchy audio, that's a great idea! I initially planned to write a catchy little tune with 4 instruments, with each instrument being turned on/off by its respective projector. Maybe I could have the player's proximity to a glitch lower the bitrate of the instrument that corresponds to the glitch? That way, by clearing a glitch, the player is rewarded with the instrument being restored to high quality, rather than just hearing another annoying glitchy sound.

I genuinely had so much fun with this game! It gave me Superliminal vibes, except with even wilder physics. I had a ton of fun playing with the physics in this game, and even found a way to get out of the map! I'll probably post a speedrun of this game tomorrow, because this game is perfect for that.

I know this style of gameplay was probably not your intention (I did also play the game the regular way - the inverted controls were really surprising and funny, loved that!), but I had so much fun flying out of the map. Great job!

I audibly said "Woahhh" when I started flying backwards. This was awesome, and I want the title screen as my desktop background.

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I always love to see classic games get remixed in creative ways like this, great job!

I also really like the title screen; the pixel art is phenomenal.

This is a really creative concept! The truck controls and the physics are super fluid, and the movement of the camera is really nice too; I like how the camera slowly moves ahead of the player when accelerating. I think the angle of the camera is pretty disorienting, though, especially when trying to enter a tube that is facing away from the camera perspective. The visual and audio design is also fantastic; I love how the audio is muffled when driving through a tube.

I did find it a little challenging to know where to go; the blinking lights weren't very noticeable to me. On the third level, the map was so open that I really had no clue where to go for each delivery; and it was difficult to learn where to go when on a short timer. I thought the second level was really clever, though! The central tube made it clear where to drive to, and kept the challenge of the level focused on the traffic jam aspect of the game. And, of course, the helium jump is just awesome.

Great game!

Such a cool puzzle concept, I would definitely play a full release! I could easily see this being expanded to where you can record 2-3 separate versions of yourself, making for some really cool puzzles.

I wish there was more audible feedback for pressing a button, because sometimes I couldn't tell when a clone was actually on a button. I also think the clone might only use part of the recording? It didn't seem like the clone was fully mirroring my actions from the entire recording.

I had a lot of fun with this, and the art style is perfect. Great job!

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Thank you so much! I'll go play Doppelchain, it looks like a really creative idea!

Thank you, I'm glad you had fun! Sorry about the white noise sounds, I agree they are annoying. If I update this game, I'll definitely make a less annoying "glitchy" sound to replace them.

That's a great idea for 2-player co-op! That makes me want to continue working on this project, to see how it will feel with co-op. I think that will open up so many cool possibilities for puzzle design.

Also, I completely agree that the colors aren't very distinct. By the time I realized how the colors looked in game, it was too late to fix the color on each asset. If I decide to update this game, this will definitely be the first fix (alongside adding co-op?)

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Thank you so much! I wasn't sure if the concept would work out, so I'm really happy you liked the concept (even though the execution of it was far from perfect).

I completely agree on the sound design. The cubes you collect are supposed to represent glitchy audio in the recording, so I tried to capture that in the sound design. Unfortunately I didn't have much time to put into sound design for this jam, so most of the sounds were just edited versions of pink noise.

And thank you for the feedback on the player experience and difficulty! I wanted to include some more difficult jumps that required turning projectors on/off mid-air, to see how far I could push the core concept, but I think more needs to be done to the game to make those types of jumps feel more fair. I ran out of time to add a jump buffer or coyote time to the 2D platforming, which I think would make that part of the game feel a lot better. If I ever expand on this game, I could add a rewind system, which would remove the frustration of manually resetting the level after a failed jump, while also being very thematically fitting. I could also add a way to slow down time in the 2D world, which would reduce the difficulty of the platforming, while giving the 3D character more time to turn projectors on/off.

Thanks again for playing, and for the great feedback!

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I think there is a good end goal for each level in this game, since it is clearly communicated what you need to do to beat each level (which is what Air Traffic lacked). If anything, I think it lacks a sense of progression (buying things with the money), but that's to be expected from a short game jam.

If you decide to make any updates to Elevator Operator, I'd be happy to check out the changes!

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Such a great concept, I love it! I think you executed on the controlled chaos gameplay style way better than Air Traffic Uncontrollable; having a clear goal displayed (the number of happy customers required to win), kept me invested in the game, even when I was overwhelmed.

I think the scale of the UI elements should be inverted, though. The elevator information panels have the most important information, but are the smallest UI element. I think for hectic games like this, the important in-the-moment UI needs to be easy to read at a quick glance.

Really cool game, I could easily see this being expanded into a mall-building roguelike, similar to PlateUp.

That's awesome! I'm going to go play it now, it looks cool!

I also made a game for GMTK 2025, called Filmore Grain in... The Unending Loop! No worries if you can't, but if you get a chance to check it out, I'd love some feedback!

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Awesome, I'll be sure to check out the update when it releases!

Thank you! I think I've only had one run where I have more saved than crashed planes - we made this game very difficult!

Super cool game, and I love the vibe of the art and music! A WarioWare-esque game about the different steps in starting a plane is a great concept!

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This is a really cool game with a ton of strategic depth! I've only beaten the first boss so far, but I wanted to make sure I leave a review before the jam judging window ends!

I wish it was a little clearer which moves the enemies were using, but I still felt like I was able to strategize around the enemies' moves, which was really fun.

I'm going to go play some more now!

This game is so wacky and fun, I love how almost everything is physics-based!

Wow - really taken aback by the ending screen, that looks incredible, and is a great contrast from the color palette of the rest of the game (which also looked really good!)

Really great concept that led to some really interesting puzzles! I wish it was a little clearer which pipes were connected, but it was generally pretty intuitive based on their placement.

The level design in this game is so good. I love how most of the important areas are in the starting house; from the start of the game, you can see everywhere you need to go, but you just don't know how to get there yet. It was always really fun finding a way into a room that's been blocked off since the start of the game.

I like the single inventory slot, but I think it leads to some moments of backtracking that don't feel as engaging as other parts of the game. I think backtracking is an essential element of this style of adventure game, and it generally works really well in this game, but I think there should be something to increase tension when revisiting areas of the map.  Maybe zombies can increase in speed/damage/health whenever they get back up - which could make revisiting previous areas more exciting?

Also, the flashlight is really cool and spooky. The art style is also incredible - especially the zombie animations. I had a lot of fun with this game! 

Super cool game! The snowball mechanic is really clever; the particles and sound effects changing for different snowball sizes is so well done. The game is pretty punishing, but I think checkpoints, or maybe a health system, could help with this. Maybe the large snowball could tank more hits?

Really awesome game, great work!

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Such a charming game! Great worldbuilding - I was genuinely so happy when Fetta and Coti started helping.

I love the art style, music, and overall vibe. There's tons of interactable objects, which is awesome, but I think it's the bonus decorations that really give this game a ton of charm - especially the giant bear and the string lights.

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Thanks, hopefully our changes will make them a bit more intuitive!

Thank you! We are planning a small post-jam update, and we have some ideas to make a couple things more intuitive, that we hope will help with the learning curve!

Thank you so much! Your game looks so cool, I'll for sure play it today!

Such a fun game, the platforming is so fluid! When I first ran into some spikes, I really expected the screen to fade to black, and respawn at a checkpoint - when I fell down, landed on a platform, and immediately got back up to try again, I knew I was going to love this game. The artwork is also phenomenal, especially the cherry tree with the sunset.

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Thank you! By the keys, do you mean the toggle switches that flip left-to-right? If so, I agree that they are pretty unintuitive; I want to experiment with adding a custom mouse cursor, that I hope will better indicate how to actually interact with them (as well as every other interactable object). Please let me know if you were referring to something else, though!

Also, we are going to experiment with adding a glowing effect to planes that are currently being controlled!

Incredible concept, incredible execution. I agree with some of the other comments about the slippery movement and camera troubles, but this still controls really well for a jam game. This was a ton of fun!

Also, I found this secret little area in the level with 3 rockets over lava! I'm not sure if this was an intentional area or not, but it was super fun to get here, since it made me have to get to the final platform while conserving an extra rocket cartridge. If you develop a full version, I would love to see more spots like this!


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This game has a surprising amount of depth for an auto-battler with only three card types. At first, I was a little frustrated by the lack of player control, but after a couple tries, I started to really enjoy the strategy of ordering cards in a way that kept me safe while I reshuffled.

Also, the UI is really nice! There's a lot of small details that do a lot to improve clarity - the active card being visually emphasized, the brief red border on taking damage, and the Deck + Discard displays. The only thing that lacks a bit of clarity, to me, is the movement of the cards. The cards teleporting to the next position is a little disorienting; I think a simple animation of the card sliding to its next spot would be a lot clearer, and also look cool!

Had a lot of fun with this, great job!

Thank you so much for the detailed reply! That is genuinely so helpful - thank you.

I completely agree; in its current state, the game gives no feedback for a successfully piloted plane, but gives very noticeable feedback for a crashed plane! I'm hoping that the health bar, since it adds tangible stakes to the game, will help with the problems you discussed. Since there would be a concrete losing condition, crashing 2 planes is no longer the worst single event that can happen in the game - losing is! A crash should still be painful, but saving enough planes will 'heal' back the damage taken from the crash, which I hope will make individual crashes feel much less discouraging, while also providing more value and satisfaction from successfully piloted planes.

I think crashes should build a feeling of tension and chaos, but not build a feeling of defeat.

Thank you, I'm glad you liked the art style (especially since your game has such a great art style)! I also really like that adaptive music idea; I've heard some great adaptive music from some games in this jam, which has made me want to learn how to implement that!

Thank you, this feedback is very helpful! When we were planning this game, we aimed to achieve a sense of chaos that still felt fun.

Based on your, and other players', feedback, it seems that the game feels unfair or frustrating because it is almost impossible to get less than 50 crashes, let alone 0 crashes. Would you say the frustration comes from the most chaotic moments, when it feels like you're 'losing,' due to it being almost impossible to avoid crashes?

Our intention was for the goal of the game to be minimizing crashes, not necessarily avoiding all of them, since the level of chaos we wanted would make that impossible. But, I think we missed the mark on communicating that; since there is no feedback of whether the player is doing good or bad, every crash feels like you are losing the game. Please correct me if I am misunderstanding the source of the frustration, though!

I've thought of a new scoring system that could give a better sense of progression, and give the player a better idea of how they are doing, with a score that's balanced to be fair for the chaos of the game. I'm thinking of something like the Guitar Hero health bar, where plane crashes decrease health and saved planes increase health.

Thanks again for the feedback! Also, based on another player's feedback, we are planning on adding stronger visuals when pressing a button, that I think might better communicate that they should be held down!

Thank you so much! We did have a couple ideas we ran out of time for; if we ever decide to make a large update to flesh out the game, we could upload it to Steam! There will be a small update on Itch sometime after the jam, where we make some small changes based on the great feedback we've been getting. There's plenty of empty space on the desk left, so we should have room to add a point system!

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This game looks incredible, especially the effect when hitting rocks, and the particles when you run and jump! I love the consistent pixel art style; everything meshes together super well, and no asset feels out of place. I do feel like the non-pixel art circle particles that float across the screen take away from the pixel art effect a little bit, but it's still a really cool effect that adds a ton of extra ambience.

This is a very small nitpick, but the shops feel a little awkward to use. When you hover over 2 items at once, and then move so you are only hovering over 1 item, instead of displaying that item to buy, the 'buying' menu closes. There were also a few times I tried to buy an item, with enough money, and I had to walk out of range and then walk back to be able to buy it. Shops still worked, though, and were a great mechanic!

The combat is simple, but fun; it reminds me of Stardew Valley combat. Really fun game!

This game is incredible! All the monsters 'work together' in such interesting ways, which makes for some ingeniously tense and fun gameplay. Hiding in the closet from the bunny, while hearing frantic knocking, then sprinting to hide behind the door, only to just barely make it - perfection.

The Man was also a super cool idea; I've not seen something like that in this type of game before. Needing to pay close attention to the cycles of the hand and the bunny, so that you didn't get trapped at your desk with The Man when you needed to be hiding, was another layer of tension that I loved.

This game is so vibey, I love the art style!