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Man, that really put my brain to work!

Some of the later puzzles took probably an hour for me to solve, yet others I could figure out almost instantly.

It was great fun! 🧩🧠📁

A very depressing vision of future state of affairs.

I love it!

You either collect all the fresh apples or two rotten ones.

Doesn’t really make a difference besides you get a different token.

I appreciate you returned to play it again!

The keyhole is hidden in the secret attic of the house, which you can access by jumping on the furniture and climbing the lamp. There’s only a rudimentary end-screen when you open the lock, so there’s not that much to see.

In hindsight I should’ve added a picture of the house in the speech bubble as a final tip.

That was only one of the poor design-choices I made in a hurry, and I’m not surprised you found a glitch I overlooked, so sorry about that!

Don’t know if you noticed BTW but The Moon stops talking if you attack him, and you can actually kill him! (That slightly alters the END-screen graphics)

I had a lot of bigger ideas for the game, but there’s only so much one can implement during a JAM.

Thanks for playing!

I’m still holding my breath!

The hint system was one of the last things I implemented in a real hurry, so a whole colony of bugs wouldn’t really surprise me!

Nice to hear that you enjoyed the experience. I had a lots of bigger ideas already during the jam how I would go about expanding and improving it.

We’ll see if it ever goes anywhere. It’s entirely… …possible!

Thanks for playing!

Yeah, the hitboxes are a bit broken in the browser-build unfortunately. Originally was going to release only the EXE because it works better.

Should look into it at some point.

This was really great!

It’s quite important to keep the mechanics consistent when creating a Metroid-like, and you really nailed it. Very polished stuff, especially if this was your fist time doing something like this!

The sense of progression and the abilities offered felt quite natural. Really loved playing around with the mushroom-bounce and dash! I guess the vine-powerup was the one that felt a bit underwhelming, since you didn’t get to really use it that much.

I think I spent half of the playtime stumbling around until I found the final area. Kinda wish there would’ve been a visible counter how many spirits I’ve collected when playing.

Also, was I supposed to get here? Good thing you added a boundary down there. Was afraid that I’m gonna get myself soft-locked poking around!

The three “levels” had nice color-schemes and own varied personalities to them. Music was pleasant, and those particular arpeggiated chords reminded me of old Gameboy-Zeldas. Would’ve been cool to hear own themes in the different areas, but that would understandably be a lot of work for a jam-game.

(My own entry had literally 90% less area to explore than this, but I went and produced three tracks of music! I guess that was a bit overkill!)

Would be interesting to see a zoomed out map of the game area. It’s always fun how the sense of scale feels so different in games like this when you’re offered only a small perspective when playing.

Keep up the good work!

Nice little experience, although now I have the infernal MIDI-violin loop stuck in my head forever!

I found it strangely funny how every text-output ended with an exclamation mark(!) It felt like it was presented by a silly and manic narrator.

Appreciate that one could actually interact basically every part in the room. I think what took me the longest was finding the stone since it was barely visible. I wish I could’ve get to use the computer!

My older Lowrez-game from two years ago featured a white dot venturing a similar minimalist top-down interior. That was probably the reason why your game caught my attention.

Keep on jamming, folks!

This was quite fun!

I always like to see unique approaches to the old platforming format, but I think I got myself a moderate case of carpal tunnel syndrome already! (It would be interesting to have a keystroke-counter on when playing)

My older game for LudumDare45 had a similar dilemma. The controls relied on tapping and felt like a “fundamental” part of the game, but it still would be necessary to add alternative control-scheme for players who don’t have iron wrists!

I guess in your case it wouldn’t detract the experience much if applied properly.

But yeah, keep up the good work and keep trying new stuff!

Surprisingly nice survival horror!

The atmosphere is quite on point and it seems to have a lot of content.

As the previous commenter has said: the controls are a bit clunky/broken in some parts, but one gets used to them after a few tries.

The things that I think need some work are…

  • The display/lore screens: You can continue shooting and openings doors even though the overlay is visible. Also the buttons are a bit small and it would probably be nicer to scroll a whole page with only one click

  • Opening doors: You can enter through a door from a distance and still walk around while the screen is fading

  • Receiving damage: I think I would want a bit more feedback from the game when I get hurt

I still didn’t beat it, but I plan to come back for another shot at it.

BTW, this resembles a game my friend made for LowrezJam2020. I think you might want to check it out.

Keep on jamming!

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Nice little old-school horror movie homage!

I don’t know whether I have anything meaningful to add to what others have already pointed out in the comments.

The opening “cinematic” and closeup-scene did a good job in setting the morbid mood and tone.

My main annoyance was probably the hitbox of the character (something I usually botch myself, so I’d know!)

The boss battle also felt somewhat superimposed compared to the rest of the game, but it provided a decent challenge.

The story didn’t exactly offer much substance or real resolution, but I guess that wasn’t the point here either. Gotta love ’em ambiguous horror-mysteries!

I guess some elements distantly reminded me of my old Lowrez-entry from two years ago.

Keep up the good work!

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You probably mean the picture-alingment puzzle in the forest, in the very beginning of the game?

You’d have to combine four instances of the same picture.

Some of the combos teleport you to different “levels”, some of them (unfortunately) don’t do anything at all…

It’s a very experimental jam game made in the span of one weekend, so that explains some of the obscure elements…

Hope this helped!

Hey, Ismael and friends!

Greetings from LudumDare (I’m familiar with a some of your earlier games from past LD’s…)

Very impressive work. The game feels good and polished already in this state. Having much fun with it!

What I think it would benefit from would be an auto-zoom feature when you start to aim your shot, especially in segments where you have to smack far away. Sometimes it felt a bit awkward when you had to press three different buttons to shoot, aim and zoom.

Moving around while zoomed out would’ve also felt very nice and natural, so I thought was there perhaps a technical reason you restricted it?

I also softlocked myself on the first try when I hit the little guy inside the cliffs!

Made it to the room after the teleport on the second run. Still didn’t finish it but will surely come back for more later.

Keep up the good work!

I’m glad you liked the game!

I agree that the engine I use isn’t the most ideal one for a 100% “purist” Lowrez-entry. But I think the fundamental limitation is still there, and most importantly it’s an element that enforced the creative process.


After you get the climbing power-up, you can climb the lamp in the house and open a lock to finish the game.

I guess I should’ve separated the talking/shooting elements lol. I don’t know if you noticed, but uhh… The Moon only has 5HP… 🌚

Thanks for playing!

I like the style you have drawn the ghosts, and the way they go “angry mode” before attacking is a really fun element. It makes them appear quite lively.

I think it took me at least ten times until I at least somehow got the hang of my flashlight. Apparently I waved the light around too fast when trying to scan the area for ghosts and lost control.

The highest score I managed to get was 13 and I think I saw two ghost types. Whenever multiple entities spawned at once I knew I was doomed.

If you’ll ever expand the game some BGM would definitely spice up the already quite nice atmosphere.

Keep on jammin’ !

Heartwarming little game! 🦀🌱

Appreciate the live(ly) keyboard-music. The Pixel-art is also nice and there’s a lot of different creatures. The vultures have cool animation!

Improvement idea: You could easily bring variety to the levels with some palette swapping. I could also imagine the desert night slowly falling as you progress?

Keep up the good work!

Since it’s a bit hastily made jam-game, lot of the stuff was left ambiguous and the sense of progression is quite off.

Thanks for trying it out!

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The key is hidden in the big tree which you can climb, and when you open the lock the game ends.

The moon should tell you where to go (unless you attack him multiple times).

I was in real hurry during the jam, so lot of the things aren’t very obvious.

Thanks for playing!

Thanks! I’m glad you found our experimental little piece.

Originally there was supposed to be two possible outcomes in all of the mini-games, but so far you can get “cursed” only in two of them.

It’s possible we’ll work out a “full version” some day, but don’t go holding your breath!

Here’s some fresh additional I I R O -content for your enjoyment!

Very nice work as usual! ✨

I always find the atmosphere and storytelling in your games captivating.

BTW I found an actual bug / a trigger you forgot to disable.

When entering the school for the first time you can talk to the kid even though he’s invisible.

I noticed that when I was trying to examine the sink. 🚰👀

I suspect that you clicked somewhere else on the page when the game was loading, and it resulted the game screen to be out of focus. You could try clicking on the screen and see if it activates the intro-sequence.

It’s a pesky issue and I’ll try to fix that if we’ll publish an updated version at some point.


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Thank you for featuring our game on your site!

Hmm, that’s peculiar. You’re the only one who has mentioned that, and that has never occurred during testing.

It might have something to do with your browser of choice. You should probably try running it in full screen, since that’s the way we intended it to be played :)

Thanks for reporting!

This is really impressive.

I could imagine fitting a dynamic story such as this in a Gameboy-ROM requires some skills at optimization.

Love the constant pressure you feel when making decisions, and they actually make a difference here.


I finished my first run living in the squat and finally even got kicked out because of my MAPOTA-addiction :D

One could also argue that I might’ve been a WOLF wearing sheep’s clothes, since I was very actively helping the MAWA-party and yet I ended up voting the WOLVES just on a whim.

I was excited and terrified to see if someone will find out my true vote! :D

Really looking forward to the full release!

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I saw this entry on the bottom of the Unrated-list.

Putting a jam-game behind a paywall is generally unheard of, and not including proper screenshots whatsoever would seem like a major red flag to most people.

Who in their right mind would pay actual money for this?

…uhhh, well… You ought to question my mental state from this point onward then.

Mr.BALL is the first entry in a series of games starring the titular Mr.BALL.

Telling a story of epic proportions, it conveys the whole human experience in heart-wrenching ways.

When firing up the ‘New Unity Project.exe’, it was immediately clear that we will be traveling into unfamiliar territory.

The player assumes the role of a black dot with red outlines, who has to jump over a mean looking spiky rock guarding a pyramid in order to advance.

Not an easy feat!

After reaching a red wall in the distance, things immediately get even more intense.

Next you’ll have to navigate a complex series of grassy platforms in order to plunge yourself into something that looks like a gray loudspeaker. The background graphics and overall design is jaw-droppingly unique and inspired in this part of the game.

But one of the aspects that I find the most ambitious is the dynamic change of seasons.

You rarely see realistic simulation of natural phenomena in games, but here it’s in fact so well conceived that the player won’t even notice when Mr.BALL is suddenly about to perish in the harshness of winter.

To make matters worse, the mean looking spike-block army has gathered all of their forces to stop Mr.BALL reaching his final goal: Himself.

I’ve got to admit, when I first finished the game I was literally speechless.

The thing Mr.BALL was searching for all along… …was himself.

You rarely see video games tackle philosophical questions like this in such depth and elegance.

Seeing Mr.BALL get reunited with his own self is such profound imagery that it has the potential to bring a grown man to tears.

I’d say it really is worth the investment, and I hope more players will allow themselves to experience it.

The game really didn’t follow the set resolution limit of the Jam, but who really cares at this point.

Mr.BALL rules!

A neat little arcade-game!

The controls feel nice and responsive.

My high score was 33

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Such a strange experience.

A janky Metroid-clone with funny-ass elevator-music. I love it and hate it at the same time! (The song is still playing in my head)

A checkpoint or health-items would be nice. I never could get to the red room without losing almost all my health to the bats.

After multiple tries I managed to get the Morph ball but couldn’t get past the Metroid with only one health.

I don’t know if it’s because of my browser, but I could sometimes see the collision-box of the character, and the backgrounds were missing at some segments.

Yeah, I left much of the stuff ambiguous on purpose, but also partly due to time constraints.

It would be necessary to add guides and beacons on few particular parts of the game.

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Heh, strange.

I’ve had the experience that Z and X are default buttons in plenty of games, especially when it comes to emulators.

But yeah. It’s always the best scenario if there’s an option for the player to configurate a preferred control-scheme. I’ll be trying to make that a standard in my future projects.


Actually I use QWERTY, but I still like the idea of Z as a “default” button :D I guess it all comes down to what you’re accustomed with.

Thanks for the extensive feedback! I highly appreciate it.

Heh, literally every issue/observation you have pointed out I was already aware of, but didn’t really have the time to alter and/or fix.

The game is quite janky, rushed and unpolished since I joined the Jam midway and only put 32 hours into the project. And that includes the time I slept, cooked and had breaks! :D –> So probably realistically the actual worktime is closer to more or less 20 hours.

I made the horribly lazy decision to use Clickteam Fusion’s built-in platformer-engine and didn’t really spend time properly configurating it, and that shows. First I was actually planning to make some surreal animated clicker-game, but ended up pushing out a platformer on a whim instead!

The sun-softlock isn’t the only known scenario where you can get stuck. Originally I wanted to add variety to the quests and make the sun collection-segment different than the “bouncing balls”-thing that was implemented to the moon-level first, but I just took the fast and easy way out.

Lol, admittedly the sun might have some resemblance to some peculiar breed of a domesticated canine. I would’ve wanted to include detailed hand-drawn sprites for the sun/moon -spirits, but… yeah…

The story is always the same, really. I end up making something a little too ambitious in too little time.

But I’m still happy to hear you enjoyed the stuff in the game that works, and your comments provided me with some valuable insight for future projects.


Cool stuff.

My first idea was also to use coin flipping as a thematic motif/element, but ended up using a mirror instead.

You even managed to make coin flipping work as the whole basis of the game!

Surprisingly good fun when you get the handle on it.

Very nice!

Quite an interesting cross-genre experience. Some of the stuff here is very clever too.

The tennis-segment made me imagine a multiplayer battle-mode where the other player would control the off-screen entity.

The schizophrenic color-scheme/graphics probably divides people’s opinions, but I enjoy it.

I wish there would be an option to turn off the screen tilting-mechanic though. I really like it as a gimmick, but I can imagine how disoriented it probably makes people who are more sensitive. But gotta say, the zoom-out effect in the finale was really trippy!

The bleepy music is cool, but it could use just a bit more variety.

Good work, be proud!

I think we all did… :’(

Thanks for featuring the game!

Also, that’s a nice thumbnail mash-up of the games you’ve created for the video! )

The game can be very frustrating at times, especially when transitioning to a new screen. It’s very easy to get killed instantly if you’re not careful. But I quite like the unique dissolving-mechanic, and the weird sinister atmosphere.

The game-world and lore was enough to keep me intrigued, and I successfully returned all seven daughters to the King. I just returned for a new session to move them from the King’s lair to the Devil’s Son, but due to a sudden death and a graphical glitch, I accidentally mis-clicked and destroyed my save! (And it was the fucking second time that happened!)

I really wouldn’t want to start all over again, but now I didn’t see the alternative ending.

I’d say regardless of it’s flaws, the game was a worthwhile experience!

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Thanks, I appreciate it !

I love Kubrick’s films, but haven’t watched Barry Lyndon yet. Would really need to get that off my bucket-list.

I chose the Händel’s oratorio when browsing this Public Domain Music-Database. Gave some of them a listen, and something in that particular track clicked. (Part II Contd. c) I think I also added some low-pass filter and such to make the sound fuzzier.

I’m quite satisfied how the scene in the game turned out. Initially my plan was to include more animated story-scenes in the same fashion, but during the process my focus shifted more towards the game-play in the forest.

And BTW, that was the first animated water-asset I’ve ever made. Didn’t like the result myself that much, but glad that you did!

It’s possible that I will expand the game at some point, but probably will take quite some time.

And sadly, it’s impossible to get the burger (as of yet).

Hopefully you can sleep better now :D