Oh, I didn't realise there were 9 endings! That's very impressive! I got two more "bad" endings by messing around (always hitting rush delivery, running out of hours) but I couldn't figure out how to get more. It doesn't seem to be possible to run out of Joy, for example.
Critcop
Creator of
Recent community posts
I appreciate the one real drawing! :)
It seems a bit too easy to only press delay delivery and still win, since you start with way more Joy than you need.
It's also not clear to me what Efficiency does. I see that sometimes it rolls for something but it's not clear what the result of a positive or negative outcome is.
Narrative: GOATED
Enjoyment: GOATED
Creativity: GOATED
Really, it's such a creative take on the theme and I loved every second of it. The responses tripped me up sometimes (are any of them just made up fake slang? That would be cool if so) but it was always really funny to imagine them coming from a dad. The ending was very heartwarming too <3
I only wish that there was a way to see at the end how well you did (or how bad, depending on what you're going for) but I also get that it would go against the spirit of the ending.
Totally deserved #35 in narrative btw
This is a very cute little game! I really like the art and the presentation in general. From the thumbnail I can see you may have had many more mechanics in mind, which I think this game could have benefitted from a lot.
The controls could have been refined a bit as well, it was tough for me to click on the correct object because they are very small compared to the whole screen.
Overall though you did a great job and I'd be interested to see a more polished version!
Really satisfying to solve the puzzles once you figure out the mechanics! Still very tough though, it makes a lot with just a few mechanics and they are explored very well.
Like other people recommendend, I'd say an undo button is very important for any game where the number of moves is important to progress.
Very fun little game! I really like the originality of the concept, however the lack of music and sound effects is really a bummer... I think just adding those would make the game much easier as well.
I got a high score of 80 but most of it was just getting good rng with not having to switch loops :P
50 levels for a jam is very impressive! It's a seemingly easy concept to grasp that is taken to very challenging heights, though I would have liked to see an indication of where portals were going to take me. When snake tiles start to overlap it's easy to lose track of what path was taken.
Overall though it's very polished and enjoyable!
Very cool idea! :D I think the balancing is a bit off, especially the wheel speed goes up way too quickly and it becomes unplayable around stage 15. At that point the enemies still deal very little damage so it's possible to just shield all their attacks and slowly whittle away their health with the starting spell.
With a bit more polish I absolutely think this game could be released standalone!
Thank you so much for playing all the way through!! We really didn't think anyone would end up completing the game with how tough some of the last levels got lol.
Your criticisms are absolutely justified, mainly that there's some very tight timing in some sections and the enemy collider isn't my best work (we had a different sprite for a while and I didn't want to risk changing the level design by messing with the colliders).
I also definetely want to implement your suggestions on the UI, we just didn't have time to put a lot of information on the game screen when we really should have.
-Critcop
Thank you so much for playing!! It makes me very happy that you enjoyed it so much; and that you mentioned the multiple paths, too! That was definitely something we were taking into account when making the levels.
I assume you know you can see all your abilities and trials by pausing the game with the Escape key, but I get what you mean, it would have been nice to have them on screen at all times. We just weren't sure where to put them exactly, haha. Your suggestions overall are totally fair! In particular, we were already considering implementing an option for restarting the entire loop. Showing the progression through the loop is also a smart idea, thanks for that!
-Miju
Thanks so much again for sticking with it for so long! We really appreciate your feedback ^-^
Cool game, it's pretty tough and gets crazy once the troll dudes start coming, at that point I couldn't find a strategy to get past them consistently.
I wish the unit's icons aligned so that you could just keep pressing on the same spot to send all your guys. But it's a small nitpick and overall I enjoyed it a lot!
Spectacular idea and implementation! I enjoyed experimenting with key setups to find the most comfortable to me.
I love games that seem cozy and wholesome but then become "through the fire and flames" if you go for the highscore.
I only noticed that sometimes it seems to eat your inputs but honestly might just be a skill issue on my part
Here is my humble highscore:

I enjoyed the voice acting a lot! The story is very cute too. Unfortunately the pixel art is a bit ruined by the stretching viewport, but other than that I liked the presentation a lot :D
The gameplay is very fun too, once you figure out how the clone works. Some levels were pretty challenging to execute. It's a shame it lacks an ending scene, I think it would have tied up everything very well!
Very nice! :3 I really like how the bounce mechanic integrates with the loop mechanic. Most of the collectables are very well placed and challenging. The animations are also very cute and well made. Great job!
The only levels I didn't enjoy fully are those where you loop through the top and bottom of the screen with very little room and most of the screen is filled by blocks. I just felt like I had to move my eyes to see both sections very quickly which is pretty tiring.
Cover image is me trying to beat level 15



