Thank you for playing and for the feedback! Also, you're totally right about the diagonal movement, I can't believe I missed that. I guess the game has speedrun tech now!
Drew G.
Creator of
Recent community posts
Really incredible art and design here! The main character is so precious, and the environments evoke the Animal Crossing aquariums, which is a great vibe. I also love to see fixed cameras used in a non-horror game, its a really cool tool for composition that I think is kinda unexplored in recent games! Though I wasn't able to get the mermaid to move into the larger room with the jellyfish, even with singing, and that sorta softlocked me.
I love how you twisted standard idle mechanics to give this a more community-oriented feel! Inspiring people to spread holiday cheer, which in turn increases your output, is a very thematic game loop. I'm glad you came up with something that is a lot cooler and fits better than buying an autoclicker in a shop. I will say, I don't quite understand having three different ovens with different cookies in each, it kinda negates the ability to use the cookies' different stats.
This is SO good. I love the designs of the aliens and how well they lent themselves to bizarre etiquette puzzles. I do wish that there was more of a light interrogation or puzzle-solving aspect with limited tries with each guest, rather than being able to shake hands as many times as you can with one alien, though. I will figure out Pucal eventually...
I really enjoyed this take on Sokoban! There are some really compelling order-of-operations puzzles in here. I especially like level 13. Maybe it's showing that I am not great with game AI, but the pathfinding finding the shortest path while taking into account pushable blocks seems very impressive.
I want to say up front that I'm not the biggest visual novel fan, but I'm very impressed with this jam entry! The quantity and quality of writing and art are really impressive, even for a longer jam. I also really appreciate the quality of life features like the flow chart and skip button that help to navigate the story structure. I also like that the stat and skill check system helps to literalize the knowledge that the player gains through playing through endings. It helps to motivate progression through the game, beyond the narrative reasons to do so.
I'm not sure I've ever seen a jam game with as compelling of an art style! I can see the depth of the combat, but I think the difficulty ramps up a little too quickly and the wrench throw feels pretty limited. It makes me want to keep playing though because the positioning and order of operations puzzling required to solve it are really compelling!
I won, but I'm not sure I feel good about it! The gameplay was very fun and the sound and writing were also top notch. If I were to give a critique, I think the movement could be tightened up a little, and the game started in a first person for me, which made me feel incredibly close to the ground compared to the third person.
This is a really incredible submission with a lot of juice, great art and UI, and great sound design and music! I like how the mechanics build and the enemies build until the boss. I do think the combination of the semi-3D perspective and the aiming mechanic make placing your beads accurately more clunky than it should be. I think I might just rather place them directly below my feet.
Not sure if this is the best place, but i think I may have found a typo in the second sentence of page 83 (it says "does" and should likely say "does not")
But I don't wanna leave it at that so I also wanna say that this is probably the coolest TTRPG mechanic I've ever read. It probably says more about me, but when reading a new TTRPG book, I usually gloss over the mechanics in favor of the lore and world, but Realis's systems had me in rapt attention.

















