Love the aesthetic, and a very unique take on the theme. I did feel like I had more than enough time in some levels (which was spent dutifully piling up massive stacks of concrete and steel lol)
deltaqyto
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A straightforward situation with an absurd premise, I love how quickly the game turns up the heat. There's some good room for strategy in pushing the fish closer to tanks, which I picked up midway through round 1. I'm not sure how the game decides which fish to grab, but I kept loosing fish when trying to rescue the oldest one in a pileup. Perhaps an indication on the fish would make that clearer?
I appreciate that feedback, and thank you for being frank about the theming. That's pretty fair, and it's a consequence of a major direction change about two days in. (I found the light mechanic good enough to build a game around, rather than use it as a single obstacle.) Audio is the other casualty of that same change, and its going to be on the list of post jam adjustments.
I spent a lot of time getting the early levels to work as a silent tutorial, so I'm glad to hear that stood out.
This is a very well done puzzler, nice work! The grid based movement feels quite good, after I got a handle on how actions happen on each tick. The music and artwork adds to that experience even further! Juggling actions between the timers was a really unique experience from what I've played in the jam. Great stuff!
I would have liked an undo to help wind back, since I'd often make off-by-one errors and need to reset.
The artwork is really well done, I love how many animations you've packed into the bunny - even one for controlling the drone! I found the animation that plays on picking up objects to be a bit jarring, since the level is played under time pressure. Something that lets me keep moving while picking up items would be appreciated to smooth out the experience.
There is so much more potential I can see in this premise regardless! Requiring the drone to move and place the level elements gives you some really fertile ground in building puzzles that mess with getting the drone into position. I definitely do hope you explore it further!
Good thing the town packs themselves into buildings like its a clown car, the Count wouldn't make it past the first summer otherwise :P
I'm definitely a fan of giving the light a mechanical purpose, although the civilians were quite easy to corral even when spooked. Having a shop at the end gives secondary runs a much better feel of progression, and I'd have loved if the npcs got smarter/harder at the same time.
I did notice there is a spot in the bottom right ish where a lampost is close to a river end and the npcs got stuck quite frequently trying to path through it.
I'll be interested to see what you do post jam as you've noted, congrats on submitting. Rooting for you to get enough ratings to pass the median (13, right now)
Thanks for playing and for the thoughtful comment! I love how many people got attached to the thrall, its very cute.
I can't recall if I brought it up on a different thread, but I definitely see how having the doors kill the player/thrall in previous levels would teach the wrong lessons. I ended up putting in that kill mechanics since some of the levels were cheesable, but never got to playtest to see the effects fully. There is a weird glitch with the thrall turning to stone that lets you recover it through the right side passage, but that's definitely unintended and by the looks of it, I don't think anyone found it (yet).
I'm glad you enjoyed the puzzles regardless, hopefully I can get more puzzles put together post jam.
I stuffed my backpack full in the first room and absolutely didn't expect how large the house actually was lol. You've done wonderfully in the art department, both on the sprite/backgrounds and on the shaders, text effects and flair you've packed in (never mind having to do it all in 4 days). The chase sequence was a great change of pace as well!
I don't think I can note any improvements not already commented (my main one would be having value and weight shown in the backpack screen for all items + the incoming one), although I did have a bug where having the backpack screen open while the camera was moving would cause the camera to keep drifting in that direction.
Looking forward to what you'll do with it post jam!
My face lit up when I heard the voice acting, I haven't seen anyone else do that yet in the jam! Combined with the art style it immediately lends the game so much more presence.
I gave the truck a few shots due to objects getting evaporated. It feels like not enough physics solver steps, or something wrong with the object masses? I am glad you've put in a skip button, it would have been a shame to miss the remaining story.
Wanna see a magic trick? I'm about to make the stage equipment... *disappear* 
All the art fits together in a very inspired style, It's really well done.
I unfortunately had to enjoy this one vicariously through @cheeseoncheese, I was getting stutter on the web build (firefox running on windows 10) that kept me from making it all too far. The rhythm and fireworks section looks awesome, though!
I like how the game manages stress on the player. Having a breather when it offers a choice of cards is a great release and allows a bit of planning.
Also, I do enjoy having to track modifier effects under pressure, it really gives the experience that extra flair.
I felt that the playing of cards from my hand was a bit clunky, although I'm hard pressed to nail down exactly why.
That is the last level, yes. I was concerned the door blocking would be more of a logical leap than the other levels, and I didn't want people missing out on other levels for it. I am curious if you tried fitting the thrall through the passage in the right side first (or at all), or if you went for the door first. I widened the passage as a distraction and never got to playtest it.
Both ways, it does seem I'm going to have to cook up some harder puzzles, y'all are good at these.
Thanks for playing it!
Really good take on the theme! It feels really well polished too and experiments well with the mechanic. I love the idea of tying horizontal movement to the movement type hourglass, it gives such rich ways of having to deal with the orientation.
I would be remiss not to comment on the dynamic light cast by the moving platforms, thats a really good touch to anchor the elements into the world!
Fire Boy and Water girl was definitely an inspiration for the final form of this game.
I'm glad the lights were a good moment. I opted to place them on all previous levels to make them feel normal and just part of the scene so it didn't pop out when you need to start using them.
Thanks for playing and for the kind words!
This game was peak with just the premise and first shoot. And then it stacks on abilities and suddenly goes from a 'normal' game about being tumbleweed to a levitating rocket powered weed doing donuts around the cast. Genius game design!
I still haven't nailed down exactly how the two scores are calculated, but reading the review text is brilliant (and accurate to real life lol).
I for one love splitting until I can cosplay as the mars pathfinder landing capsule. 10/10
Thanks for playing my game too!
I love the focused look of Cherry as a screen reflection, it adds a great touch to the artwork, and the sound effects/background work really well too!
As noted by @halves and some others, the UI is definitely what holds the game back. Something like being able to spam z and get into the next level would take this to the next level easily. Great work!
This is really polished! I love how well you've stuck to your console theming across everything, it absolutely looks the part. The method of 'combat' is clever, and it gives so many options for plays and counterplay.
I'll admit I am kinda trash at actually playing, mainly from decision paralysis on the options. I'd definitely like to see a tutorial scenario to introduce the range of attacks more gradually (or some other method to regulate the number of choices), and perhaps even a pass and play multiplayer if you end up going for a post-jam expansion (that might be pushing it lol)
This absolutely nails its inspiration! I don't have anything major to note (maybe boost the volume on the pushing sfx?), its quite polished and explores the core premise really well in the 7 puzzle levels. I found puzzle 5 to be the best 'aha' in the puzzles, it triggered almost exactly the same feeling I got from Baba. Really well done!
