Thanks for playing! Glad you enjoyed it :)
Dan B
Creator of
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Really solid concept for this one! However, I think making the timer so exact makes it much too difficult, especially when it starts quite high. Maybe if it were instead more generous, but had a ranking system (where you get a perfect rank by doing it in as few moves as possible), that could have been a bit better. Good effort though! I like how the levels have different gimmicks.
Really engaging game! Too bad I suck it it :P Loved the art and sounds a lot!
Only complaint is that, after pressing the down arrow to manually move, it doesn’t reset the timer for automatically dropping, so sometimes I’d press to move down and then it would move down again immediately.
But asides from that, this was excellent. Well done!
Fun little game! Wish there were more levels though, I finished this in about 2 or 3 minutes. Some of the hitboxes were a bit weird, like on the flames; they didn’t quite seem to match what I expected, given the 2.5D artstyle. Otherwise, this was a nice experience! Love the charm that the art brings.
Thanks for checking the game out! You’re right, the 44 seconds isn’t enough to solve all the puzzles - but that’s also the point. The aim is to learn the environment, puzzles, and shortcuts over multiple runs, so that on each retry you have a new objective. Perhaps we could have made that a bit clearer though. Your feedback is appreciated!
No joke, this might be the perfect game for learning touch-typing. Seriously impressive!
My only real complaint is that I didn’t find it all that difficult. I skipped ahead to the last level, and found that I still didn’t need to worry about the timers at all (though I type pretty fast) - the level was just way longer, not harder.
With some tweaks to the difficulty and the level length, I think this could be a great teaching tool! The presentation is superb also. Well done!
Prisoner’s dilemma, but with flirty cowboys. Cool concept! Perhaps a little more feedback (particularly audio) could have helped, so that I could tell what sort of affect my actions were taking, and when it was time to shoot, without relying on manually inspecting (I was admittedly pretty bad at making the right choice). Otherwise, a fun little game!
Very interesting concept! I especially like how slamming into a platform forces it up a size; really adds a bit of extra strategy to the platforming.
One thing that may have been nice would be a way to see which walls had spikes hidden in them; a couple of times, I died because I just didn’t know they were there. Also, I think I managed to exit the boundaries of the level at one point (wall jumped out of a hole in the top and then slid down over the edge).
Well done on the game!
Very novel idea for a platformer! Shame that there was only one level though. Maybe also adding a bit of a transition between the effects would also have helped (for example, when zooming in/out, actually have the camera zoom rather than just cut to the new zoom level). Otherwise a solid core concept here!
Cool idea, but a bit on the easy side. Would love to have seen more difficult puzzles, and maybe ones where I had to think about my route a bit more - it was mostly just moving in a straight line.
Also, I think one of the last puzzles is impossible - you need to be able to take another step, but cannot do that with only five slots for cards.
Really cool to see a point-and-click adventure game in this jam! I enjoyed playing through this quite a lot. One thing I think might improve it is to have some kind of indicator of where each door/arrow led; I found myself getting turned around quite a bit early on. But otherwise this was quite impressively done!
Man, whoever lives in this house should really invest in some flywire screens…
I liked this one. Quite satisfying to squash all the flies! I do think there’s a bit too much power creep with the upgrades though - once I got the zapper, I never lost another round, and was soon able to fully automate the process with the various toys (I even wrote this comment while letting the game play itself in the background).
But other than that, I had a good time with this! Very well done :)
Thanks for giving the game a go!
In terms of playing the whole game in just 44 seconds, that’s sort of true… and sort of not! The goal is to learn a bit more about the game world on each run (where things are located, where you should head next, where shortcuts are) so that you can go faster or skip things when you replay. Sorry if that wasn’t clear, maybe we could have made that a bit more apparent.
This might be the best game I’ve played for the jam so far! Incredible use of the theme, great presentation, good humour - this was a packed experience. The difficulty did maybe spike a bit too much at the end of each fight, and it would have been nice to be able to click through dialogue (I had to use the spacebar), but other than that nothing but praise! Very well done indeed, yee-haw!
This is a really good puzzle game! I could easily see this being turned into a full-fledged game for mobile with heaps more levels!
My only real complaint is that it never felt like the turn counter mattered - I feel like if I was using more turns than allowed, I would have been going down the wrong track anyway.
Still, this was a great brainteaser! Nice work :)
Cute idea! Though as you mentioned on the game description, it is too easy. I found that I could just go back and forth between the forge and grindstone to max out one of the stats, then go to the anvil or enchanting table to max out the other, usually with time to spare.
Perhaps a mechanic that causes a loss in reputation, or a way to accidentally break a sword while repairing it, could have added some depth and challenge.
Still, it’s a nice, chill game, and would love to see a more fleshed out version of it! Good effort!
This is an absolutely fantastic take on the snake formula! Such a simple twist, but it makes for some very interesting and challenging design!
I do think some of the levels are a bit long, I found myself getting a bit frustrated when I explode after making a lot of progress. Also, I found it hard sometimes to keep track of both the head and the tail at the same time; navigating and dropping bombs was something a bit difficult to do. Maybe if the head or tail segment were a different colour, it’d be easier to keep track of?
Other than that, this is one of the most original and polished games of the jam I’ve had the pleasure of playing so far! Great work :)
Cool game! The design of Mrs. Rat got a chuckle out of me.
I do wish the battles had fewer rounds though - the ones against the golems went on kinda long, even with the sword upgrades. Also, I think it glitched somehow, and it wouldn’t let me pick up and more diamonds after I had made the diamond sword, so unfortunately I didn’t finish.
Still a nice concept though! Good stuff overall.




