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Kaiera

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A member registered Dec 07, 2014 · View creator page →

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This looks like it’s going to be a fun game! …but I’ll leave it at that.

I love how the aesthetics look, but for the whole life of me even if the shrimp tells me what to do…

  • “Put the fries in the bag.” The order is two drinks, sir…
  • Ordering from the PC doesn’t really do anything once it “arrives”…
  • The drinks conveyor worked once, and I don’t know why it’s not moving. I placed a large cup for the large drink
  • The physics made it too chaotic to properly place things in the bag…

It does look hectic, but I’m not feeling it.. but man, I would love to play this in full!

This feels somewhat like Among Us and FNAF, and that’s a good thing! You have to micro-manage your sanity while doing your tasks and make sure you’re not getting killed.

If done correctly, I think you can have a fun yet frantic game on your hands. I just hope you don’t add jumpscares if you do continue this and would love to play more of it!

While the bright white screen flash does it’s job on notifying you get hit, it’s not as friendly to those who have sensitive eyes, as it can leave some players blind for even a small moment when they get hit. Something to keep note of if you plan on continuing after the ham.

I do wish there’s more levels to properly introduce the dash correctly, but that’s from the limit of the game jam, right?

The sound definitely made it tense, great work!

Simple yet a very fun concept to do!

But as someone who is frantically clicking everywhere, it doesn’t help that there’s a bug where the book you select vanishes away when accidentally clicking off the book’s pop-up and closing it, making the goal of reading all the pages impossible to complete.

It’s such a shame that the sound didn’t make it. Must’ve been devastating to your sound guy..

Simple enough game! It’s pretty fun~

I see the concept can be improved so much more! For example, a bonus to some of the arcade machines and you have to frantically swap in and out of games to try and chase those tickets.

Glad to see you making this a complete experience, even for how simple it is.

For your friend in the credits, you don’t have to link it with an itch account. It could be any social media account, or their name or username if they prefer. Or you can leave it private.

If it weren’t for the shard requirement on some levels, I can definitely see this as a proper speed game, especially thanks to the leaderboards!

I found myself trying to get better times (and got #1 on some even) but I had to reach for those since I also wanted to see what you had for the entire experience.

One thing I would like to point out:

  • If you do plan on making this fully, change the design for each shard. It’s not bad per se, but in terms of accessibility it would be easier to see different shapes at a glance if you plan to keep them white and glowy.

Clever use of the count down theme too, with the black holes being your time limit.

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I’m not lying that you overscoped as you said, but upon playing this, I think you have a massive potential to bank on this concept and game loop of yours. I suggest continuing it until you have a decent experience post-jam.

It’s part survival and part “extraction shooter” without the shooter part, but I can imagine being desperate for supplies when the portal is about to close and yet the thing you want is blocked by something you have to kill, and you’re not prepared for it, and so you go hungry the next day.

Gosh I want to play more of it.

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I like the idea of controlling different characters for a puzzle, so this is already a big plus for me!

I’m pretty sure at this point the others have said their piece on the buggy mess the game is currrently in.

Here’s my unique two cents:

  • Bug: there’s a solid invisible collision box where the characters have been when you reset back to the previous character.
  • Bug: the characters don’t turn into stone when they die if the characters replay..
  • The ninja is definitely too fast…
  • The levels could have been done in one screen.
    • This solves the camera issue early on. You can even zoom out instead for bigger levels.
    • This saves just waiting a few seconds to pan to each character in the scene as well
    • This also gives off visibility issues if you have way too big of a stage, not noticing what is included in the puzzle (a button missing from the character pans, for example)
  • A button to immediately pass to the other character is nice, especially where you have situtaions where you would want to wait (the tutorial is an example)

In the credits there was a lack of an artist, so I assume much of that time has been working too much on the graphics instead of programming and level design as a priority. You want to make it work first so you don’t end up with such a buggy mess. That’s just my point of view though… something tells me you all had way less time to work on this than the alloted amount.

Either way, post-jam I hope you all thrive with this as it’s already a fun concept to play with!

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Very interesting concept for the theme! Didn’t expect a horror thing for a roomba.

The game itself has pretty much good potential- actually I just glance over PeteHeat’s comment and it’s pretty much that!

Unless you’re trying to make a point that it’s a struggle for a machine to continue on, like the art piece “Can’t Help Myself”, this is most likely ends up being a frustrating experience due to its difficulty. The best I can manage is to find one floppy disk without the assistance of a map.

We definitely need to have a method to mitigate its multiple effects to make navigation easier, but not entirely clean, like some time for “Diagnostics”, or adjusting your view to center you “forward-ish” enough because of the virus switching it somewhere… those kinds of things that keep your attention to struggle instead of the main task at hand so you actually feel the futility of your situation, and not as a frustration.

I know a lot of these can’t be done due to the nature of a game jam, but other than that, you have a very good concept on your hands, and myself would I love to see more of it!

I’m early enough to see “Soon there will be description and credits.”. Please work on it as soon as possible. A lot of people will appreciate it.

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Fun and simple puzzle game! I think that’s a shared sentiment among the comments~

I think readability on the font is definitely a problem on this one, but that is expected on how low of a resolution you’re trying to do. A 3x4 pixel font works a lot better for this if you want to keep low res.

“Explodes in:” can be substituted with like a timer icon or a bomb icon to reduce clutter, but that is also hard to do in such a low resolution…

Also, I think there’s no surprise that there should be a full reset option, maybe a keybind for each rewind, like backspace.

Real nice game though! Well done~

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Something simple but a fun twist on 2048’s gameplay!

You can definitely roll with this and turn it into like a “daily sudoku” kind of thing that people play for 5-ish minutes every day on mobile or web with a bit more polish. Heck, you’re already a long way ahead on setting it up for it!

I usually give more thorough feedback, but no you can just literally roll with this.

Total Movement: 74 (2026/7/27)

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It’s a very creative and simple idea based on the doomsday clock… and a fair reminder of it too…

Though I think there might be frustrations on how it’s handled:

  • I realized it’s a “pin” that constantly moves 1-3ish seconds up and down after a few tries. A lot of people won’t realize this and change maybe even way larger than this… and there should be an indication.
  • The game might be more fun if it’s adjusting relative to what you’re currently set on, instead of constantly trying to chase said “pin”… as it quickly spirals out of your control once you see “too high” or “too low”.
    • That said, maybe better indication of “Just enough” could be enough instead. It feels a bit horrible when it turns into “too low” or “too high”. Maybe “Could be higher” would be a better indication, as it can still give no change to motivation.
    • “Way too far low” is another good indication… As people will try to move +10 -10 early on…
  • Some of the news give too much nuance to know if the “pin” moved or not. “We might be aliens” could be a good or bad thing, or entirely neutral. Maybe go more extreme on the neutral news.
    • Honestly, even neutral things feel like the “pin” shifted.

Despite me saying this sounds harsh, at the end of the day I did enjoy the challenge, but there’s that nagging feeling that a few adjustments could have been done better to feel very genuinely fun. Good work!

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Love the game, good atmosphere and a lot of the difficulty stems from you believing in everything and I got got! I remember the objective was to keep the line active and that’s mostly it other than the real friend notes. No recordings, no power and honestly it’s nice to hear most of the conversation the second time around.

Here’s my two cents:

  • I think it’s a common agreement that everything felt too fast. There’s not a moment to breathe, even at the beginning.. though I feel that’s the intention. Others take it to just slightly adjust the drain on the timers to get used to things. For me, I think it’s just adjusting the values at the beginning to give more leeway to get used to things.
  • The only real feedback for me really is just some instruction on how to use a rotatry phone and the speed dial. I don’t need it but I feel a lot of the others would..
  • Might be a bug: The Speed Dial persists even after a reset.

When I first saw this I thought it would be some dark “keep the guy on the line” kind of thing. Glad it isn’t!

Sorry for responding to you so late!
Thank you for the kind words as I think feedback is definitely important to learn from, especially in jams.

I’m excited that you guys are pushing through and making this an even fuller experience as I’ve enjoyed my time with it. With that said, I’ll gladly join and give some feedback on the game, when I have the time of course.

The best way to get to me is through my socials or through the site on my profile.
You can try through my e-mail, but currently I can’t really reply with that as of now.

Me and my teammate do have plans of developing it further after the jam! We got quite a bunch of ideas while we were making and planning it, a lot of it was supposed to go in the jam too, but of course, didn’t make it.

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Oh geez this is a big comment…
Seems boring at first until you get to the big numbers and exponentially grow so large!

Googling my curiosity at first, ln() was a confusing one to look at, because why is ln() in legendary/epic? and then I realized how extremely easy it is to scale up without them… ah.

In a game like this, not being able to fail is really nice and I get to experiment a lot with it, which is nice. There’s achievements too so I almost got back into the fray after spending a lot of minutes.

I saw in the achievements that there’s a goal of doing it within 20 rounds, but with how the numbers are shown, it’s really hard to know how far you are from 2^1024, and I thought I was only just passing rounds to repeatedly break goal markers…

The UI definitely needs some work: Common functions, variables, assignments, etc. should’ve been grouped together so you don’t waste a lot of time trying to find what you need for your solution. The item counters should be a bit bigger, maybe fade out ones you don’t have in stock.

The store function itself is something that can also be improved: Instead of removing it, you should be able to select it on the side and place it in your pool. Being able to also re-arrange the functions you already placed is nicer than using the store function. This is a lot more relevant when you’re trying to put a bunch of them into a repeat. I was scared when storing felt like removing a function accidentally…

I can’t blame you for all of these though, it’s a jam but there’s definitely a lot that can be improved! The typing sound is definitely nice for the game feel when I was playing through it, so it’s appreciated!

This one in general isn’t really too much in theme unless you’re really particular about running your code over or through the repeat command, but it is highly creative outside of that and I’m excited for it! With a bit of polish, this is definitely a game in my eyes something that many would play and I definitely would should you do continue this~

repeat 2 (a bunch of them stacked together)
a <- (a bunch of ln a ^ ln a, of course it's a bunch stacked of ln a's too)
a <-x a ^ a
P <-+ a
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Definitely did try to convey that you can do so at first, hence the small little “(Try me!)” thing. But I do agree it can be WAY better but didn’t manage to due to time constraints.

There’s definitely an attempt though. I’ve been racking my brain how to approach conveying all of it simpler for too long without making a whole manual for it.

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Sisyphus is definitely a concept I didn’t expect to see!

I like the idea of you going back and looping around and going even further each time… though in normal play that can lead to frustration, the level design definitely helps temper that, and if it has to go longer it’s easier and safer to execute.

I also like the fact that you can’t just go back, which is very much in-line with Sisyphus!

There are two things that need improvement:

  1. The animation of you unlocking a new path takes too long. I’m surprised you didn’t notice that it takes absolutely more than 10 seconds just to notice something changed.
  2. The B key forces you to go back to the menu. Which is next to the respawn key (which is V) on the standard US-keyboard layout… and since they’re next to each other, you just lose all the progress you made if you fat-fingered it. Which is absolutely enough for me to stop playing since I don’t want to wait for all the long cutscenes and the whole effort of doing it over again.

I really would like to finish this game, but going through all of that again isn’t worth it for me.

Also, it’s a surprise to hear Waterflame in a jam entry! Nice!

Gosh I wish I could make this full screen on the site! This is gorgeous!

Simple and to the point, loving the concept of switching together and have your Stonelings work together one Stoneling at a time!

I do find it odd though why you do need to hold the W key just to switch Stonelings when for the most part all of them are within click range.

…but it seems this is a demo and definitely has some potential to be a full experience! I sure hope your plans come into fruition then!

This is a simple yet well-executed golf game, but it feels like the theme just feels tacked on… Sure, the course is a loop, the power spinner is a loop but not really anything else.

I think you’d get so much more in-theme if you score more for looping around AND getting before 6 hits.

I do love the vibes! Thank you for also adding a CRT filter toggle~

Short and sweet!

…that is if I had not realized you can just skip some planets.
I was about to report the planet skipping as a bug thanks to the planet counter.

So I tried to skip as much as possible…. Definitely can say the obstacles and aligning it is more of a problem than the fuel… I’m glad you have a quick restart!

Orbital flinging isn’t new, but this game has done well enough to keep me interested and I find it cute!

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I’m glad someone thought of this concept as well because I also considered this one when I was planning!

Definitely can be fun and addicting! I just wish there’s a bit more control on the drifting as I constantly hit pillars and poles…

Though as a food for thought:
Definitely try to make your fonts bigger and use a more legible font than a really square one. It will make it more readable and easier to read. I say this even though I am not dyslexic, it took me a while that “R” for the controller in the tutorial is actually A, and most of the text look like “O”s at such a small scale.

Really glad you made controller controls for it!
Glad to see Kenney assets, too~
Anyway, my best is ~6500.

Just as I was adding a note about it in the game section!
I will try my best to provide a handy screenshot for it. Thank you for the suggestion!

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Simple concept and very interesting idea of turning tetris into 4 little gravitational wells. Makes it interesting.

Definitely needs some work as I was expecting the lines to clear like the usual Tetris concept or any indicator that I made a ring… but this entry shows you need to be given some more time.

but for any feedback, and you can still do it while the jam is running…

Update the top of your game page’s description with controls.
People WILL ask NON-STOP for it or not think you can rotate the pieces.

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This feels very much inspired by Ultimate Chicken Horse, but you are on your own, with a score to beat, with free reign and an incentive to get better! Which is definitely on-theme and making it a hamster looping in their wheel doubles down on it!!

I like this a lot because it feels like you’re gaming yourself and double-checking if I have the confidence to complete what I built, considering taking risks just to get a bit more money or a bit more of a multiplier.

To be honest I thought kick jump meant automatically kicking when jumping and has been unfortunately a folly of a very good run consisting of nothing but spikes…

Adorable art, very complete, definitely can be a LOT more! I DO want to play more! Maybe it can be turned into a full game!

Oh that is very interesting to know, and it shows especially on the last loop being way easier than it should. Thank you very much for the info! It has been very enlightening~!

Definitely enough for a small jam game!

Definitely will say I wish you had more time to work on this!

The idea is really good and clever. With the things work right now, I can’t say for sure how good this can be when it fully comes to fruition.

For feedback, I will say do definitely have something that can indicate when to catch the boomerang. I also found out you can hold the grab key when it comes, and immediately abort the jump as soon as you catch it. Holding F is also awkward if you aim with the mouse. Why not just use LMB trigger aim if you’re throwing anyway? It’s not like you have to literally throw in where the cursor is when the throwing guide is there..

I love the idea and hope you can get this to a proper playable state, bud!

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Okay this is really cool what?!

I love that the loop only continues when you move, inviting you to keep going! As someone who usually has kinda longer comments to entries, I don’t think I have any words to say and that shows!

I do love the inclusion of dev scores, it motivates me to improve further and surpass them!

This is awesome! This entry feels very complete for sure~

I love this concept and found it really fun~!

It reminded me of an idle game that nearly has the same concept, putting abilities into slots on the timer, but this one is locked in rhythm and I am definitely a sucker for it! And using a record disc as a theme for it makes me a sucker even more…

I found myself locked in what combinations for me and I found Laser + Spread + Super Spread worked all too well… At first I thought the modifiers on the note after but it’s nice to see them stack!

I want to play more, not gonna lie. Would love to see this one made into a full game!

I didn’t expect dominos to be a really good theme for looping!

It definitely has the potential to be a really good game in general. Good call on not having a limit on score during the jam as it makes it fun to just experiment with what to place and make massive loops!

Though expanding the board made me a bit overwhelmed once the bigger pieces started to appear.

I do find it awkward to use LMB and the drag wheel at the same time. I think it would’ve been better as a click to pick-up-and-place kind of deal.

This game is fun, relaxing and potentially addicting.. I would love to see this fleshed out, actually!

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Thank you~!

I do admit it was folly on my part about the tutorial.

I have been racking hours on how to convey all the info without overwhelming when I was making it, since it IS a lot of info to go through… and not making it all display at once was a solution and making it page by page is more of a headache to go through based on experience. But it wasn’t perfect, for sure.

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My teammate recommended this, so surely you did a good thing! And yeah, it shows!

Here’s what I found though: The map design choices were weird as there are dead ends…

  • On Phase 1, I thought I could go past the same pathways since it suggested there might be more to the corridor
  • I noticed the hitbox is slightly bigger than the sprite going through the orb corridor… can lead to frustrations
  • Again on the same phase, I thought that I glitched through and got to Phase 2. Though it said dash at first, the funny little graphic you said I got dash, which helped the idea.
  • The passthrough platforms should’ve been conveyed better. People will definitely know if you can’t drop through it! It also gives players a note to go back there later.
  • The spikes when passing through the orbs in Phase 2 suggests there’s more past the spikes, but no. Speaking of the spikes could have been clearer
  • On Phase 4, it did not click for me to just climb the wall on the left until I looped…. oops. But I did found that when I crouched past and climb the wall past it instead, I fell out of bounds. Clearly unintentional, and thankfully you did have a Restart button. Kudos to you on that!
  • Phase 4 also made me confused but I think it’s a bug on my end where you fall slower somehow.

I also find it interesting that you can play this with only one hand.

I am aware of your warning though the camera. Thank you for that as it helped me with the experience. Thankfully, treading back isn’t a chore and the loop resets are fast enough.

It definitely feels more complete and interesting outside the bugs! Good job~! (Gosh I like the rain particles, it makes much less dull!)

This entry reminded me that a game doesn’t have to have a start, an end or a gameplay loop, it can be a fun and simple toy to mess around with~

I honestly thought from one of the screenshots it was also a gravity-dictated particle loop thingy but this is fine too. I spent minutes making a bunch of cool pretty patterns to look at and enjoy with~

…sadly I didn’t think to save a screenshot of them before I hit refresh… oops.

With the music I find it quite therapeutic~

For a simple puzzle-platformer it was fun and interesting to play, and the choice of colors make it pop out a bit more from simple developer textures.

Screen-wrapping puzzles aren’t new, but it’s always nice to see puzzles around them as it makes you look through the entire screen and plan nearly everything!

I think there’s a shared sentiment about the spikes. From a bit more observation, I DO notice you have coyote time for the jumps, however the game shouldn’t be designed around them. That, combined with a low jump height, makes it quite a bit tight for the less platformer-inclined. Making it a bit annoying might make some people stop there without seeing how clever some of these puzzles can be.

The hurtboxes for both spikes and the player should make it easier, but it could also just be adjustment in the level design.

Outside of that I say you did a job well done!

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I bet you spent most of the time trying to figure out how you detect loops! Which made me curious how you made them, because the way I thought is that you count left and right turns and loops when you draw them…

Other than that it was pretty fun!

I played the 8-loop and the last one (I noticed the wobbles are just a suggestion) the most since most of the other loops are hard to draw and I can’t be bothered playing accurately for the seemingly-simple one. I got upwards over 2000 thanks to the last loop!

Kinda wonder as well how you would handle in cases of those with shaky hands like wellregardedkevin’s comment here.

Also, HI STEVE!!!

I love the concept of you literally looping around like a dial to navigate the map. Sadly that is also the bad part about it, assuming you have to navigate using the map for it.

The riddle part certainly has its charm, though these can certainly be easier for those playing through jam ratings and makes it a more quirky experience.

I can definitely see it working better in two fronts:

  • Forgo riddles and show where you’re going using the map. You get to move around and give objects and unlock stuff
  • Instead of the map, it’s kinda like a hotel: each room has a number specific to it (like the dog room is just -1 or the starting room is at -4, TV room at 3, etc.) Though you can get lost unless you told spawn is at 0 and there’s a paper trail you can follow.

I admit, I found myself brute forcing a lot of it, especially on the way back since I didn’t know I need to keep track of them at all.

But yeah, love the concept, but it could have definitely been better!

It’s a simple guess-the-pattern to make funny stuff happen! Not going to lie, the meme sounds threw me off so hard and paired with the funny sketchy visuals make it a charm to play.

Thank goodness you added hints though I didn’t know there was one until I read the description… One obvious bug though that the hints are fighting over the icons when my mouse hovers them. Other than that pretty nice time playing~

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Though it’s a good idea and quite engaging, it’s actually a lot trickier to manage it in real time, not to mention it’s also very much makes it so the medium needs to be a touchscreen or a mouse-keyboard combo.

The game’s design is around being usable to controller as well, as that’s actually the medium I am more comfortable with.

I would put some time pressure, but already placing pieces without rotating in itself is actually a bad idea in a hectic situation and makes it even worse for those which Tetris is not a game they commonly get back to. Especially with how the “piece bag” in the background worked.

I wanted it to be a relaxed experience for the game jam, so I designed it around how long you would take to get 100 lines. The lower the better. Sadly, that is not conveyed in this case due to running out of time.

Thank you for your feedback! I always like to see my approach challenged in game jams and see what I can do better. :)

Insert Mode basically places it as if it’s coming from the bottom. Sadly I didn’t have time to either visualize and explain that. It’s on the game page though!

The game is supposed to value shorter time, so hesitating to roll again is actually a penalty, but I made the timer too short so that doesn’t really feel significant.. Giving more progress on the timer based on pieces placed and lines cleared is actually a really good idea. I’ll implement that after! 0:

Thank you for the feedback!

I like how it plays, but it also does get hectic after a while. Love the concept!

The game has readability issues though, not everyone can read such small text..

I like the concept a lot! Didn’t expect to use a dummy tile in the form of a dot though since I was expecting the usual rules of a crossword puzzle.

I admit I have to use the key for this one since I’m a bit tired..