Very stylish and slick game, well deserved result from the jam. Well done :)
Conor Wilson
Creator of
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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!
Got to the end of the final climb 😎 my time was 14:38
Love the mind-bending visuals of the controls. It was particularly cool when I had to use two abilities at once, and my gear was connected to the corner between two of the coloured gears. Very cool.
It's definitely a difficult game, but the difficulty pretty smooth imo. You've kept it nice and short too which I think is in the game's favour. Really great job, reminds me a bit of a single-player pico park :)
Definitely my favourite game from the jam, so glad I managed to find time to rate and play it before the rating ended.
The design here is so genius, especially for a jam game. The minigames are simple on their own, but combining them together leads to all sorts of brain-scrambling chaos. I also love the boldness of how much you ramp up the difficulty at the end. I managed to beat it, but that last puzzle is absolutely devilish 😂 reminds me of that last screen in Celeste that you can only see if you get the golden strawberry to the end of Chapter 9 (iykyk).
Also huge shout out to your Music/SFX design. I LOVE how it gradually builds as you get through the checkpoints - it's restrained enough not to be overbearing but it builds enough to keep your heart pumping til the end.
Well done to all involved, and thaks for making this game guys, I had a tonne of fun!
I love seeing pico-8 entries for big jams like this :)
A nice simple chill experience with some great visuals. I particularly love the choice of the pico-8 pink for the sky! In case you're looking for bug fixes for a post-jam build or anything: I did encounter a gamebreaking error once when I pressed z just before the game cut to the "spin the reel" screen. I tried replicating it a couple times though and couldn't, so it may have just been a fuke occurrence.
Great job with the music on this one too, nice and appropriate for the chill vibe of this game :)
Really neat idea, you guys managed to set some awesome atmosphere with the creepy ant creatures :)
I love the spinning mechanic for the drill, one recommendation that I'd give is that I think it would feel a bit more natural if the centre of the circle that you're spinning the cursor around was the point from which you first clicked, rather than the centre of the player character.
Congrats on your first jam btw guys! Hope you had some fun :)
Rocky Rocket rocks. What an entry!
Very very unique controls and physics that I haven't really seen anywhere before. The execution is slick with a solid pumping theme, and a bunch of extra bits of juice (such as a leaderboard). Would really like to see more of this
I also enjoy your solution to the inherent problem that leaderboards can bring in public games, which is just to limit the number of characters to 3 ;)
Very fun entry with a really nice audio-visual aesthetic.
This was actually a little different to what I was expecting (in a good way), I feel like the instinctual design choice would have been to have this basically be entirely physics-based and have the different astral bodies pull the moon around the place whenever they got close by. Here though the planets all behave like little checkpoints, which is a unique spin on this sort of game.
It's also cool that this is a golf puzzle game where I feel like I don't need to (and frankly, can't) shoot for a hole-in-one every time. That gives it more of a breezy feel that adds to the pleasent vibe. Great job dev!!
One must imagine these rats happy 😭
Very unique idea, love the vibes of this game :) I managed to grate 102g of cheese and I can only hope that my hard-working rat comrades are able to enjoy at least a morsel of it for their hard work.
Also, really love that you've added the ability to customize the controls here. That's the sort of extra touch that isn't typical for a game jam game. Well done guys :)
Ayyy I recognise this music, I used it for my first game jam game! :)
Fun little runner, I managed to get to the end and got pretty much all the coins. Pretty unique idea to have a running platformer without a jump mechanic, gives it a cool spin on the genre.
Well done devs, can't wait to see what you make next!
Probably the most serious game I've played.
I LOVE the aesthetic here, and the gameplay loop is very unique. Took me a second to figure out what I was supposed to be doing but once I had it was fun to gradually teleport my various planets into lush green paradises. Ngl, the tutorialanus joke got me. Also crazy that you kind of have achievements in this game???
The game did lag out pretty hard near the beginning (I'm guessin when it was loading each element in for the first time), and I did experience some collision issues with the second planet (the green oblong one), but nothing gamebreaking.
Very impressive entry for a week long jam, well done devs!








