Thanks for playing. I will adjust the difficulty soon :)
Fay3r
Creator of
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I really loved the idea! It's probably the most creative game I've played during this jam. I didn't watch the tutorial, but the mechanics seemed clear to me as I played. I just have one question: if I highlight a ship, can all the others see it, or do I have to highlight all the ships to make them visible to each other?
Yes, that's right. The reasoning was, “The game should be relatively short but have a gradually increasing difficulty curve—not necessarily divided into levels—to save dev time.” As for the question of how to actually connect the planet to the orbits, I assume you're referring to how to launch it or how to make sure it connects?
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4688289
Hello! This is a quick difficult game. I hope you all will enjoy it
Hey, I completely agree with what @gemgamesofficial pointed out.
I also have another suggestion.
Regarding the limitations, I really appreciated this jam’s one because it feels very focused on the genre itself. In the previous jam, however, I struggled to perceive the “No Mouse Input” limitation as something that truly reduced the design space in a meaningful way.
Because of that, I wanted to know your thoughts about introducing an additional limitation called “Target Audience”.
My reasoning is that, as developers, we often don’t make games for other devs, but for players. Even though the actual audience for games made during jams on itch is mostly developers and indie gamers, I think it could still be very useful to have a constraint tied to a specific audience, partially simulating what real-world game development is often like.
It’s true that the genre itself already imposes some limitations in that regard, but having a prompt such as:
“Create an RTS aimed at girls between 18 and 24 years old”
could be a very interesting creative challenge.
At the same time, I realize that designing a Target Audience limitation that is actually useful and meaningful could be difficult.
Hi! Great job — the moving platform mechanic is really interesting.
Just a few bits of feedback:
Some levels can be completed without even moving the boxes. If — as I understand — your goal was to make box-moving the core mechanic, you should fix that.
At the beginning, it wasn’t clear which boxes I could or should move (maybe outline them, or include a short tutorial to explain it).
Finally, I would’ve liked some kind of limitation when moving boxes. Right now, it feels more like a god-like power than a puzzle-solving mechanic.
That said, it’s a really cool idea overall — keep it up!






