Cinema
Conor Wilson
Creator of
Recent community posts
Stunning artwork, and extra cute since my cat is also called Mochi :)
I believe it there's a cooldown on the nose mechanic in this game, but it's hard to tell when that cooldown is over. Might be a good post-jam idea to have some indicator for when Mochi is ready to smell out bugs again!
All told, great job team (and congrats on the full release of Ignore the Blackbird!) :)
Extremely zen presentation here, and the puzzles are pretty joyful to get through. Felt like I lost track of time after a while which is a really good sign for a game like this. I see from the description that this is your first time making a puzzle game and I reckon you've got a good eye for it!
One thing I'd recommend is mapping the undo to the z key since it's usually easier to find instead of hunting for u each time I want to undo.
Otherwise though, very elegant entry. Congrats!
Very cool entry, I love the axe throw it's extremely satisfying and has a good weight to it. I also love the verious bits of juice you've added to this like the screen boarder effects when you take damage, very nice.
One thing I couldn't quite figure out is how to get back to the main menu from training mode (without resetting the cart ofc), might be a nice quality of life thing to add at some point!
All told though great entry and a super dynamic PICO8 game 🤘
Very fun one-button game, I love that a lot of the challenge is caused by your own choice to risk it and let the spinner loop around another time to get more points.
There's also an impressive amount of juice and polish in this game for such a short jam - and looks like you guys submitted a whole day in advance! Nice work!!
Awesome to see a traditional roguelike in here, loved the dino twist too :)
I did find this quite difficult, and had a particularly hard time escaping the veloceraptors, but that could be more to do with my lack of familiarity with the genre.
Also props for having two different language options, that's a nice touch!
That's hilarious because me and Spratt were chatting about your game in our shared discord, and we realised that one of our other friends (also in that server) made a Celeste mod that your team mate Noah mentioned in a video as inspiration for their frog grappling game 😂
I'm deffo down to chat gamedev stuff :) I'll DM you
Another mind-bending water-themed jam game with killer music from Zucchini?
Really enjoyed this one - the vibes are great and the level design has a few of those crucial moments where it seems impossible, but then you get that sweet hit of dopamine when you think about it differently and solve it. The only thing I feel like I missed was an undo button, but the levels aren't too long so doesn't take too long to redo stuff whenever I lost.
All told, great entry guys, congrats! :)
Really great entry, I absolutely love the visual voice here - not just the fantastic art but the sudden screen transitions and the colour choices as well are absolutely mint 👌
Gameplay wise, this was more challenging than I expected! I was pleasantly surprised when the pick three element came and am impressed with the depth you've mined from this deceptively simple concept (although I kind of wish they were a little more helpful sometimes) - I also love the different ways you've devised to throw off the player when they're tyring to type.
I'm deffo not particularly good at this game yet, but I'm looking forward to getting back to it after the jam. All told, a fantastic entry, hats off to dev :))
Thanks so much, I loved your physics platformer too :)
There's some techniques that do make the game a bit easier (but aren't strictly necessary) that aren't tutorialized in the jam version. I think I'll add some more explainations for those post-jam, as well as slowing the physics down a bit to make it easier to do mid-air yoyo manouvers and stuff.
Also congrats on completing the game, it's pretty hard so thanks!!!
Thanks for playing and rating!
Glad you liked the art, I'm not an artist so that's great to hear I did an okay job :) I'll deffo be adding some more tutorialization after the jam cuz there's a few techniques that make the game a bit easier which would be nice to demo to the player before expecting them to pick them up naturally.
As a connoisseur of seriousness yourself, I'm glad to hear that the seriousness of this entry was satisfactory for you 🙏
Thanks for the feedback, I'll deffo be working on the difficulty curve a good bit after the jam, which will include a bit more tutorialization for different techniques, etc. I also might slow the physics down a bit which I think could help :)
Ah glad you had some fun, thanks for playing :)
Thanks for the feedback, I think beyond fixing up the physics (on the corners, etc...), the main thing I'll be focusing on in the post-jam build is the difficulty curve 😅 I got a bit too good at the game while making it and didn't end up having time to playtest it so the curve is hella whacky lmao
Great job getting to the end btw that's no mean feat ;)
Thanks for playing and rating, hope you had some fun :)
Yeah right now the Golden Yoyo is just a stat upgrade that makes it move around the screen a bit faster, but that's a bit boring so I'd like to add something extra to it for the post-jam build. Second string is an interesting idea... thanks for the suggestion!
Hey hey thanks for playing and rating, glad you had a bit of fun :)
Tysm for the feedback, I do agree with you that it's a bit long (particularly for a jam game) and the difficulty spikes way too much in the middle. The Golden Yoyo actually moves around the screen twice as fast as the base yoyo, which is supposed to make the last bit of the game a bit harder (although you can now reach higher places). You're not the only one who didn't realise this though cuz it's only really communicated with some text above the Golden Yoyo before you pick it up.
For the post-jam build I'll be playing around with some ideas of what the Golden Yoyo could give the player because even if it was clearer that it's a speed "upgrade", that's a bit of a boring upgrade 😅
Ayy it wasn't a monster after all :)
I'll echo what's previously been said about the controls with the safe opening being quite difficult to use. I also think it would have been good to be able to exit a safe screen without putting in a combination, as sometimes I went to the safe without having a code yet.
I do love the cell-shaded look of this though, and your use of shadows to communicate clues was a really cool concept that I haven't really seen before - great job!









