Really lovely puzzles and presentation! For me, the 4th flower felt much easier to work out than the 3rd flower - I was stuck on grove M for so long! 😅
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Lovely little world, beautiful artstyle, I really enjoyed the water temple.
I hope the decision to make the lute “out of key” with the rest of the world was deliberate, because I found it so striking. I wanted to join in with everybody’s music, but I didn’t like the way it sounded when I did, so I found myself more often sitting there silently and listening to everyone else stomp and plonk. Such a unique feeling!
This is a really cool and unique puzzlescript game!
Further thoughts (contains spoilers)
I love that the map contains a few “false” routes, just to keep you second guessing.
It was slightly annoying how the placements of the map pieces reset every time you fall in a hole. To get around this, I opened up two copies of the game: one for assembling the map, and one for navigating the labyrinth.
I like the mechanic of gaining height only one tile at a time, and the bat is so cute!
I made a custom level - I tried to make it as hard as possible! Good luck to anyone who tries it out (requires the source code) 😄
##################
#######{v.}#######
#####{v....v.}o###
##{.v.......####{#
#{..^###....v.}###
#..^#{}#.......v}#
#..##............#
##.....##........#
##..###{v.......##
###.v..........###
#v............^}##
##........#####.##
##........*.}##.##
####......*..}#.##
#####.....#...*^##
##{}#....**.######
##..##...##.v}####
####}##.....p.####
##################
Super fun! I love how the map structure & checkpoint system work together, its very unique! Backtracking is often quicker than resetting to the center, so you get to experience the challenge of moving through each room from multiple directions.
The lack of tutorial might be a turn-off for some people (the difficulty starts very high, there is no “easy” rooms) but I encourage those people to keep at it! Ignore all the garlic and just explore :)
The art is really cute, too!
Spoiler (end screen)

Here’s a medium difficulty custom level! Hopefully there’s no cheese 😬

..............
.jj.s......t,,
jjj.ss......##
jjjpss..,,,,##
,,,,,,..###q##
####...,#w####
####...####...
#......b..j.g.
#......b..j...
#.....bb..j...
#.........,...
#xxxxxxxxx#xxx
(Code has one less “break” than the screenshot, see comment below 😈)
This is really nice, the soundtrack is lovely too!
I’m stuck on chapter 4, would love a hint if someone has one 😅 Here’s my (incorrect?) understanding of the rule, in ROT13:
Bar bs gur cynargf vf n “yvne” naq jnagf bar zber be yrff guna vgf pbybhe jbhyq hfhnyyl fhttrfg - V qba’g xabj ubj gb gryy juvpu cynarg vf gur yvne gubhtu?
This was fun!
I enjoyed all the puzzles, though sometimes the movement speed felt somewhat slow. It felt great in the earlier levels, but when the levels became larger and harder (more resets) the slowness started to become noticeable for me.
Very minor thing - it’d be great if you could hold down the push/pull button and walk into a crate to grab it. Sometimes I would press the button slightly too early and it wouldn’t grab because I wasn’t close enough yet. Maybe I’m just impatient 😅
I love how the 10th level felt like a combination of all the mechanics learned in earlier levels, but still required some brainpower to put them together in the right order, it was a nice way of ending the demo.
Good luck with the full version, this is a great concept!
I found the secret room with the extra blocks and marbles haha. Its a lot more fun to not use the secret room, though, in my opinion - there’s more combat, and more soccer ball!
Here’s a vid if you’d like to see the run!

This game is really delightful, I love the visuals and the feeling of exploration, it makes me nostalgic for early freeware GameMaker games, it’s a vibe I really enjoy.
It’s especially fun to speedrun! The fact that almost all enemy encounters are optional makes it fun to plan routes, and it feels great mastering the soccer ball to get through fights quickly.
Really nice! The mechanics feel intuitive, and I didn’t encounter any softlocks while playing.
The directional-wand mechanic had the potential to feel annoying, but the level design really supports it, making sure the player always has somewhere to manoeuvre around easily before entering a puzzle section.




Really lovely homage to the jumper series, lots of cool new mechanics, and consistently good level design!