I see you made this in Unity. You should consider uploading a web version of your game 🙂 It would increase your audience
Daniel Balog
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Good little clean mouse game. Kind of reminded me of snake.io, but you are eating mice that can run away instead of pellets of food lying around.
I think one thing that could be improve is that right now I had to constantly hold down left mouse in order to be able to catch a mouse. I think it could be better if the boost gave you a more significant speed increase but it also cost you a lot more energy to do so. (Or something like that). That way you would have to really think about risk / benefit before boosting.
But all in all, a solid game jam entry
Ok genuinely: This caught me off guard and I thought it was a pretty cool concept. There's something weird about seeing your cursor be able to push around boxes. It almost feels like there's more weight to it than normal, I can't quite explain it :-)
Very cool. Building a box bridge made me feel smart. I like feeling smart.
But it was too short! I want more! :D
Very cool artstyle! I can't stress this enough. If you made these graphics yourself, congrats: They look awsome!
The game itself feels very solid and polished.
My only piece of constructive feedback is that the pacing is too slow. I wish I could speed up the time sometimes like in Bloons TD. Also, the enemies were weak enough to be defeated by my mouse, even when I was several levels deep already. There's not enough ramp up.
But don't let that discourage you. I think you did a great job and this is wonderfully well presented game
You made this in only 9 hours? That's pretty cool!
I guess the only thing I might change is that when you aren't zoomed in, it's very difficult to spot the zombies. I wish they were also somewhat highlighted when you can see them (and not only when they are obstructed)
I also wish I could turn the camera a bit more when zoomed in.
Other than that: Great aesthetics (Is this from some asset packs from Kenney.nl?) It looks and feels like a solid game!
It's normal to be stressed during a game jam, because you want to succeed and make a cool game. But don't let this discourage you from trying again in the future. The people who make polished games in a game jam typically already have a lot of experience creating games quickly :-)
The more you do this the better you will be at creating small games quickly, I promise ;-)
Cool mechanics and cool concept! But you really should zoom out the camera a bit more. It's difficult already to react in time for the bullets.
Having said that, I did think the mechanics were interesting, and it was satisfying to shoot a projectile right back to an enemy as soon as they fired it to you :-) Good job!
I got to level 6, and when I got the 8 barrel shotgun, I did audibly have to laugh :-)
The PSX-style graphics with the vertex wobble is great. I love this style. Recently played Cloverpit, which used similar aesthetics.
I eventually had to stop playing at level 6 because the wobble and glitchyness got way too intense. I think this is intended, but I just couldn't take it anymore. It gave me a bit of a headache 😅
The physics based 3D platform mechanics are great. I'm a big fan. (It's also why I also made an FPS platformer with momentum-based gameplay).
But one downside is that due to the high FOV and low resolution graphics, it's actually very difficult to turn exactly 180 degrees. I was always off by a bit. And it's difficult to predict your movement if you are always going backwards. But I guess that's part of the challenge. :-) Still, a few more markers in the level to indicate where everything is would help.
And finally: If you made this music yourself: It was great and fit the theme perfectly. Always love a good DNB track ;-)
Nice visuals! If you made these yourself, congrats very cool :-)
The game runs nicely and is pretty fluid. Actually quite a solid game.
The gameplay loop personally was a bit too slow paced for my tastes, having to eat a lot of cheese feels more like a task than a challenge. The enemies are a nice variation but they need to do something slightly more interesting. Somehow. Not sure.
In terms of level design: Level 3 is the hardest. The levels after that are relatively easy.
I managed to finish it though :-) 
This is a smart design. Managed to get 2 levels deep. But then I got a bit confused as what to do next.
But I will say that my mind was a bit blown away when I learned that I had to control one mouse with the other mouse :-)
Overall the pacing is a bit too slow for me, but I do love the mechanics and the idea behind it.
Good job!
A very simple concept, but it is just so slick and well polished. The transitions of recursion, the sound, the attitude, the fluid animations... It's simply amazing. AND you have a leaderboard? Come on now!
Also this would go so hard on r/blender. If you think you hate cubes, just wait until you talk to those guys.
Cool concept! After a while you just start recognizing patterns and you get a feel for what the level is telling you to do.
This is probably my only real piece of feedback to this game: It is essentially a puzzle game where you try to untangle paths between similar colored points. But the way it controls is also dependent a bit on your reaction and aiming skills. I think I might have preferred a control scheme where you took a more "turn based" approach to pathing, instead of a real time one.
But maybe that's just me :-) I do think that you have a cool system going. Maybe you could somehow use the rewind mechanic as part of solutions to the puzzles?
Good job in any case. It kept me entertained for a good solid 5 minutes :-)
This is a very interesting idea that deserves further finetuning and polishing. I love how by changing time you change the state of the world, or make you have different abilities (jump higher, be stronger) etc...
Some constructive feedback: I think there is not enough contrast between background and foreground, so it sometimes causes some reduced visual clarity. Also the motion parallax is a bit too much and distracts from the tight platforming. I think it should be more subtle.
From a gameplay perspective: The main character is a bit floaty. Especially things like climbing vines should feel a little bit more rigid. Like I'm snapping on to it.
But don't let this feedback take away from the fact that you have a very cool and unique concept. I haven't seen this before.
Also: the fact that you have multiple versions of the same world is already super nice.
Good job!
Ok, the moment I saw the subtiles in the tiles, my mind was blown!!!
So right off the bat: Great presentation and nice coherent visual style. The music fits and everything feels good.
But then you discover that you can build big tiles out of little tiles, that threw me off. Great experience! Good job!
Cool atmosphere and presentation! After a while it did feel like I had seen everything and there was no reason to keep exploring. I think I would have enjoyed a bit more if it was bit shorter, or if there was a little bit less backtracking. Though I'm not sure how you could have implemented that? Maybe a minimap with some fog of war perhaps?
But in any case, like I said: the vibe was perfect. I was expecting a jump-scare at any moment 🫣
Great presentation and theming! I really liked it. But it is a bit too hard for me on the larger grids. My brain just can't process that many moving tiles at the same time 😄
What would help is having a separate button to refresh the playing field. By having to click an empty field it makes it harder for me to focus on observing the movement of the mice.
But again, it feels like a solid, polished product. Good job
I think you're the first entry I encountered that didn't use a mouse-only control scheme, and then I realized of course I'm being an idiot. It's a game about only mice. 😄
This game looks really nice! You have a very cool coherent visual theme going on. This game reminds me of papers please. (Which now that I say it out loud of course is why the game is called cheese please). I think maybe I'm just a little slow today.
Once I realized you could go around and bonk mice on the head I was sold.
Great little game, very nice presentation. And surprisingly well polished for such a short deadline!
This game is smart, and fits really well with the theme of the jam.
I also think that you have a very nice consistent visual style (which is rare in game jams), and you hit the interpretation in multiple ways. Also the music fits the theme perfectly, and I see you made it yourself! Very cool.
I do have to say that I have won a few times, but does continue to be a challenge.
Good job!
What can I say: Good vibes, great presentation and nice concept.
The coin duplicating and locking you in, as well as the unexpected doors were hilarious. Had a good laugh. Probably my favorite part of the game.
The last level is just cruel honestly. One misstep and you are out. 💀
But despite those odds I still made it

I like the idea! It's a good implementation of recursion.
The only real downside to the design is that you can't know in advance what will come in the future, so initially you just have to go through the full 3-mouse cycle to then start figuring out the puzzle. It would be better if you saw the spawn positions of the mice, and their initial walking direction right from the start, as well as the cheese positions. This would let you plan in advance.
Other minor things are: Sometimes the mouse is a bit too sensitive and a small misplacement of a block can result in mice getting stuck. An improvement here would be to snap the blocks to a grid when you let go of the mouse or something.
But all in all, it is really cool to see you replaying previous levels solutions as part of the solution for future levels. I think you really have a good idea going there that just needs a bit more fleshing out!
Good job!
The puzzle design and pacing is crazy good. It keeps slowly introducing new concepts and because of that it stays fresh. When I got to level 11 and saw that I could now control 2 sequences, my mind was blown.
Such a simple concept yet so well designed.
And also: Perhaps the best implementation of the recursion theme I have seen so far. This is true recursion.
Great job!!!
I think the design and presentation are great. It's a bit of a shame that (I think) you can't get past the second puzzle.
The time-based puzzle reminds me of the Talos Principle 1, there was a similar mechanic with a ghost version of yourself you could replay.
Puzzle game design is hard because coming up with good puzzles is not easy. I think it's cool that you tried!
So after you changed your description and made it more clear what to do: I actually managed to make 14 dolls.
This could be a great little rhythm game, but it would need a bit more polish. I do like the choice of music and the dolls fit well with the recursion theme.
But it would be great if I had a bit more feedback when I pressed the right or wrong button at the right time. For rhythm games it can really help me as a player to understand if my timing was bad, good or perfect so I can improve. It was currently not clear to me if I was doing it right or not, and as a result I would suddenly lose the game.
But still, you managed to submit a game, and you should feel proud for that. It's not easy to work together with a small team in such a short timeframe 😊



