This is a fun little game, though I found it pretty easy to just mash click for most levels and get lucky enough that I could just beeline it to the exit, and while it may seem slightly counterintuitive to the game, I'd prefer if your piece selection were far less random (maybe still shuffled, but like the Tetris definition of shuffled, where there's a very small pool of pieces you can get and you'll get every unique piece before getting another set of every unique piece) as it's pretty chaotic and sort of encourages just being lucky as is. It was super satisfying seeing the ball(s) roll to the end, and I enjoyed my time with it, I'd just especially love if the randomness got toned back just an eensy teensy bit.
CutieMonica
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Very cool game, the car controls are really tight and feel great, the loops are satisfying to make, and I can imagine this is a ton of fun in Multiplayer. In Singleplayer, it's pretty fine, mostly because the CPU barely knows how to play the game and breaks frequently, but it's still a bit of fun nonetheless.
Pretty cool idea, liked the fact that it was primarily logic puzzles that could test how well you could block off circuits, especially when the bulbs got introduced, I mainly just think the range for pieces sliding into place when you hover over them could be a liiiittle bigger, and it's a bit frustrating when you drag one piece over the other and they drag along together and bug out. Still tons of potential here, and I do really love the concept.
Very cute and creative! Was pretty confusing to understand the mechanics until some trial and error, and after that I had a bit of a nasty bug where the waiters would run around the loop and wouldn't be sent home or do anything else, but once I got the hang of things, it was pretty fun to manage the hectic environment and make the restaurant work like a well oiled machine.
Firstly, the music and artwork are really great here, and the character feels really nice to control, I just think the camera has a bit too much smoothing on it that gives it a hard time keeping up with you, and that combined with it being hard to judge if you're going to land on a platform, and the ability to jump up walls by spamming space makes it all feel a lil jank. Cool game though, really enjoyed what I played of it!
Really cool game, loved having to play Twister with my fingers in order to progress, though I think it can get pretty difficult to tell where platforms are in terms of elevation, and you get punished for not moving platforms in time way too early, in my opinion. I really enjoy the process of getting to the end, but it's just a little bit punishing and feels a little unfair in some situations.
Very cool, love me an interactive narrative, and the environment staying the same is quite an attractive concept, though I feel the energy system more often than not impeded my desire to explore and made the game pretty repetitive. Overall, it felt worth getting through, and it'd be a really cool experience with some streamlining.
Pretty fun, I'd imagine the loop could be used more effectively if you weren't in control of it more often, as the way it is currently makes most levels a matter of waiting for your commands to go through, but there's quite a bit of potential with the concept of changing a robot's process loop, and I think it's also just a silly little guy
Absolutely love this one, gave me the same vibe as Picross 3D, though I would love the ability to move the camera in the cardinal directions to ease a bit of the trouble with getting to the lines when everything is super compact, as well as being able to individually undo one block at a time instead of having to reset the entire line. Absolutely cannot wait to see where this goes though!
Incredibly sick game, loved every bit of it and it makes me wanna keep coming back to see what build I end up with by the end, only little criticism I have is that I'd like if there were an indicator on the opposite side of the screen when a bullet was about to come through, as it's a bit jarring having to look all the way at the bottom of the screen when you're at the top. That aside, I should play this again I think
Thank you so much! I also felt it was too ambitious, but I also feel as though game jams are the perfect time to at least give a high concept thing a shot, even if it didn't pan out 100% as I wanted it to. As to the feedback, the sword actually used to be smaller, but I had multiple people tell me it should be a slash attack instead of a stab, so I kinda had to jam a slash animation into the stab animation and made it feel really janky, and at this point I'll probably be reworking it to be a big slash sometime soon lol. As for that pit in particular, somehow that one isn't actually a bug, I just genuinely forgot to mark it as a hole you can fall into LOL
Really sick game, I love bouncing between walls and figuring out how to aim my shots, though I found there wasn't any particular incentive to use the walls and bouncable surfaces, so I would have liked if part of the objective was doing the level in as few orbits as possible so you need to interact with the world a little more. Still loved getting through all the levels, and managing to weave through spikes while being slightly afraid of accidentally slinging the ball right into them is ace.
Well, for example, when I placed one of the cogs on the axel at first, it didn't look like it aligned, and visually nothing changed, with the audio cue being my only real indicator that something had changed. Some preview showing you that the cog locked onto the axel you're hovering over and is a valid placement would be nice!
Very creative game, gives me the same carnal satisfaction of being a numbers nerd that Picross does. That said, getting a preview of what number the equation is actually making would be very helpful for visualizing what I'm doing and working it out in my head, that's about the only thing I can think of though, good work!
My only complaint about this game is that, while I absolutely dig the desaturated aesthetic, it can get incredibly cluttered as the things that hurt you and the space you walk on aren't super far apart in saturation, so something like a high contrast mode to make things a little clearer would have been nice.
That said, this game is incredibly good. I absolutely love how reactive everything feels, like every action you do elicits change somewhere, even if it's just a wobbling of the level, and the sound design and music are both so smooth and impactful that it makes me wonder how this was possibly made in 96 hours. It's genuinely great, I love it.
Very fun and very chaotic, the only real complaint I've got is that seeing the things in the sky and telling them apart can be pretty difficult, given they're usually pretty small and there's quite a lot going on, but weaving through the obstacles was very satisfying at the same time, so props regardless!
First of all, incredibly sick music, I popped off when I heard the pause screen's beat carry over seamlessly into the gameplay, absolutely love that. As for the gameplay itself, it's rather fun and frantic, though I do think it could be a tad clearer where you're going, as I usually expect to travel in the direction of the camera, but usually I end up veering quite a bit to the right. Love the visuals though, and I really love the multipliers encouraging you to risk more and more score if you mess up!
Game is pretty neat, love the very enchanting vibe to it, though it does feel a little confusing at first, and resulted in me trial and erroring my way into the solution for the first puzzle and eventually learning, which felt a bit like bashing my head into a wall. That said, with a little rundown of the mechanics, this is a pretty dang good puzzler!


