That’s exactly right! This would be a great therapy tool to help people start to understand that. It’s difficult, but incredibly important.
Chaos Industries
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maybe my natural meandering made this easier, but i didn't see anything getting in the way of me completing puzzles? i'm curious what the others that played this ran into. anyway, i enjoyed collecting things and leaving the levels. the art is nice. i wasn't the biggest fan of the old-school batman-esque spinning face between levels, it was a tad disorienting to me. but i see how some people would love that.
the only real issue i have is that the levels start to get really laggy when there's several ink guys and a ghost. that might just be the web version. but if i could pick my next move faster, i'd love that.
first off: how bout a trigger warning if you're gonna hit me in the feels so hard!
but seriously, i loved how the emotion - which are good - included ones like: anger, disgust, shame, embarrassment, you know the "negative" or "bad" emotions. because there's no such thing. emotions are things that exist, that we need to embrace, accept, and understand about ourselves. but that you distinguished that from intrusive thoughts, such as "i'm not good enough", which are often confused with those emotions. that's a very highly emotionally intelligent approach to emotions, and i love to see it. it's not often you see these things grouped in this way - which i would say is the "correct" way, and a way that makes me want to continue engaging with the source material/creator. this was lovely.
also, the gameplay was actually quite fun. at first i thought it would be too finicky, but it felt quite good and easy to anticipate if i could get past, or not, the things i wanted to catch/avoid. good job!
yes. that is on the list. I used a raycast to detect the ground - which i do in a lot of games. but for some reason, it doesn't work here. you can jump multiple times in the air, and sometimes not on the ground... i even working code in from another project, and it didn't work here....
i'm not kidding - this project is absolutely cursed.
i.... I feel so dumb! it is, and it works fine. i couldn't figure out what that symbol was supposed to be, it looked like a [ turned sideways. i asked somebody else, and they also couldn't tell.... but now that you mention it, that is totally the space symbol *facepalm*. thank you! it's a lot more fun being able to finish staring at the sun.
Thank you! i'm glad you enjoyed it. i debated for a while about letting the player push or walk through the past selves - but kinda felt that the present not being able to affect the past, but the past interfereing with the present, felt better. or, worse? any, it felt right.
i've actually got a few extra levels mapped out in unity, and i'm hoping to add them once the jam unlocks updating (this is my first jam that did this... i kinda don't like it?). i hope you come back and try it again some time!
i loved the ship. i spent an entire loop staring out the skylight, looking at the lighting and the stars. so cool! and the shape of the ship - with the chamfered corners? so good! it's a really fun space to explore, even though it's only 2 rooms! and the sun is beautiful!
i really enjoyed the music and sfx. for a while, it was glitching (common WebGL problem, not on you) - and i thought it was meant to be there - like, time distortion stuff, since it only started doing it on the second playthrough. it really fit with the atmosphere the game already had.
I had some trouble with the UI. I wish I could use the arrow keys, as well as WASD, and i couldn't leave the menu. what is the escape key supposed to represent? i tried every key on my keyboard, and none of them worked, so i assume it was the ESC key - which gets captured by WebGL as a "defocus" button for me.
those are really small nit-picks though. overall, i really enjoyed this game.
it's chicken sexing! made into a game! that's so cool.
I got bored looking at the slides, and started just randomly sorting them (i *love* that i could get away with that). my acuraccy got as high as 57% of day 7, and as low as 40% otherwise.... which makes it seem like i'm better at random sorting that hen i actually tried! that was fun.
This was fun and addictive. i did notice a fe things though - the clicker upgrades seem to only affect the clickers that are currently out, so the first clicker i got moved a lot faster than all the others. so if I played again, i would wait to buy the clicker upgrades until i had a bunch of clickers - but that's kinda difficult with the price increase. I'd prefer it if all clickers got the upgrades, personally. but then, i'm the stubborn type who will absolutely waste my life exploiting that mechanic lol.
I agree that the day is too long. I guess a tutorial could help, but after trying (and failing) - I read all these comments for tips and actually did pretty well. i noticed that the gear thingy would show full even if it wasn't, until i clicked on it. I as fooled by that for a while. interesting concept though.
I found i could use the rectangles to squeegee the eggs over. made getting them in a lot easier. although, the conveyor seemed to not be nearly effective enough, so i had huge piles of eggs that just wouldn't move. But by the end i was at several thousand dollars, so i figure that was good enough. It was fun and engaging.
well, first i lost a fleet of chickens becuase i thought feed showed up automatically in the feeder. heh, restart i'll do better. then i made it pretty far, but couldn't click fast enough to buy enough feed to keep them alive. i was about ready to quit, wondering where the automation was... i didn't see the panel for the automation in the store.... I wish that had been more clear, but hey. it was fun learning the game in different stages. thanks for a great game!
More specifically, in Unity (this is version 2022.3.28f1) - in the sprite renderer, change sorting to pivot. in the sprite importer (click on the .png itself in the project folder) - change the pivot, either using this drop down, or in the sprite editor. For the style you chose, using the bottom of your player would work well. although, in this case, you could also put things like the front door in a higher sorting layer, so it always shows on top of the player, and simply not allow the player behind certain items, like the auto-egg-maker.

This was eerie and fun! it reminds me of liminal spaces stuff - all the creepy things. like, why is there this weird brown stained corner with a bunch of chairs or a computer of whatever?! and the odd, almost haphazard design layout, the desire to be able to sprint, but you can't.... if this had been a horror or existential crisis jam, this would rule! i loved the art and music, they fit too. overall very fun experience.
if you do ever turn this into something creeper, maybe add something that like, stalks you or some effect that kills you if you take too long?
That was fun. I wish there was a description of each of the options, so i knew what they did. Since there wasn't, i just played it a dozen times to see what they all did lol. i found myself wishing there was a "speed up" button, since there's nothing to do while the eggs walk by. Maybe let the player interact with the eggs somehow? if not adding to the money, maybe just lay a little giggle and wiggle animation or something?
anyway, very enjoyable.








