This is probably the best game I've played in the jam, damn. You got so much out of the idea, the level was really well desiegned, and your core concept was charming and brilliant. It also organically adjusted the difficulty, by difficult puzzles getting easier, if you do other puzzles and get more staccoons. And the music fit perfectly, your game really had this well-executed cozy and silly atmosphere. Really well done, I loved it!
CasperDahlinHolst
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This has really great level design and core concept! I feel like the controls could probably be simplified, like there's no reason for "pickup" and "drop" to be different buttons, when you can't hold more than one item. It also felt unintuitive that objects didn't rotate with me at first, but I think it's the right decision in the end, because puzzle games should have constraints. I also quickly got used to it. I don't know if you can use that feedback for anything, but there it is. The polish really sent this up though - small things, like the blocks going red when you can't place them and such really go a long way. And I haven't even mentioned the style, which is great! Good job, man!
The shlorping hand is really well made, really gives the game a lot of points in the feel department. Effort spent there definitely wasn't wasted. Our games' concepts are a lot alike, and I find it a bit funny that we both decided on color-coding grow/shrink with red and blue, but swapped the colors. Wonder what drives those connotations.
There is so much to enjoy here, with a lot of attention to detail and small bits of polish. The inspiration from Celeste is palpable. Things like coyote time and the trail when using the super jump don't go unnoticed. I think I just probably have a skill issue, because I just could not even get past the third level or so. It felt like the only possible direction to go was impossible.
All this... For cheese.
Our games have very similar concepts, but wildly different executions. I really enjoyed this, you created a super eerie atmosphere. I loves how systemic the design was - I didn't really know if I did the "correct" solution for everything, but I felt like I did it right by doing it my own way. Really good stuff.
Also, I loved charging up the gun, it was very satisfying, but my finger did get really tired from it.