I was sure you did on that one! Glad you left it
campak
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I played through all of it, didn't keep the time, but must've been a 20+ or so minutes of solid puzzle gameplay all around. Suffice to say I quite enjoyed this!
Gets involved at a perfect pace and isn't too afraid to let you mess around, I liked that.
At the bonus level, for example, I dropped down from the right and did a section way before I shouldve, I was able to walk past the fan and get to the next totem, felt sketchy, but I was having a lot of fun there. In another level I horded fans and was able to skip a small section cause of that... Good job everyone!
If I have to critique you on something: the link to theme is a bit thin
I'm not sure exactly what happened, but I felt good. From what I gathered you can throw objects, but with a trackpad I wasnt able to, they didnt carry the inertia properly. Despite that I was able to upgrade myself to a point where I just had to tap circles for a lot of points ahahah
A game that trascends words and a nice take on the theme, simple, addictive and evocative
Carried by artwork, music, polish of interactions and a nice twist on a classic. That's why it pains me to say that I don't agree much with the balancing. I understand this is supposed to be basically unbeatable and I like that, it fits in the context, but I would have liked more repeats even just to experience more of the game before being sent back to the shadow realm that is the main menu. Even better would be a way to buy them.
This is a nitpick, but the instructions go by a lil bit too fast (but at least you had them in-game unlike me lol)
Despite making the music for this submission I wasnt sure till now what the game was going to be exactly if not the general direction.
And I'm happy to say in the least biased way possible that this game is great! The puzzles are well thought out and the polish of everything can be really felt.
I'm not going to vote out of fairness.
But if I didn't believe so I wouldn't have written this. I'm genuinely impressed, nice work. The bonus level with the twist at the end was a nice touch.
The artwork is incredibly clean and pleantiful for a week long jam, everything worked perfectly, but I got lost after the spikes.
I probably missed something pretty obvious, I got some boxes to get on the top of the skyscraper with the bus sign but I still didnt know where to go from there.
Aside from that, which is probably on me, well done everyone, charming and smooth <3
I like the concept of this one, love the pizza tower inspired art style, nice menu and that walking back and forth animation is great.
It's necessary to read the description to fully get how to play (at first I thought "ghost mode" was the game not working, not intentional): only a certain amount of moisture will make the proper tiles to grow plants, so while invisible, you have to put holes in the available space to prepare the soil with "X", then by pressing "C" you initiate the second phase of the game by dropping the character in, wich with "Z" plants and jumps with "Space".
I'd make some keys do multiple things ("X" for both putting holes and planting or "Space" for changing mode and jumping), get some funky music and more sfx somewhere to put in (Assets are allowed, don't be stubborn! One week is a very limited amount of time), some UI and in general make things clearer in-game ("Ghost Mode" text on top, which tile is the right one) and that's about it, the game loop is addictive. As a jam entry, it'd be incredibly solid already and, with more layouts and plants, this would be one of the tops I feel!
I love all the different sprites and animations and how the player shoots where they are facing, reminiscing of old games, matching the art style. Everyone already said what I am thinking, the first level blinks in before you load a new one and some enemies are invincible. Only after reading the description of the submission I understood it was intentional (it's also stated in the main menu, but for me it was cut off the screen), and I'm fine with an invincible enemy, what stumps me is that it's the same sprite for the enemies you kill in the first level! What I wanted to see is a visual/sound representation of them being an invincible variant, making it clear to the player that these are different in some way! (Maybe a shield, a glow, a red outline, a recolour)
Overall a nice modern take on the combat of old Zelda games! I really like the setting, the visuals and everything is well put together, but it left me wanting something more polished or complex!
Forza Italia!




![20250301-1436-32.8992144.mp4 [video-to-gif output image]](https://s7.ezgif.com/tmp/ezgif-7fedac4a1b7da6.gif)