Congratulations on reaching top 100!!!
Fryvan96
Creator of
Recent community posts
Hi there! Thanks for stopping by and giving the game a try! This version only represents about 20% of the learning path I originally planned (levels 4 and 9 are good examples of the rushed level design :P). Knowing that, the fact that people still understood the progression and enjoyed the experience despite its unfinished state really means a lot to me :)
Dude, we have the same central mechanic on our games :0 Its like a different perspective of the same thing. The level of polish on the art is incredible (despite being MoM style). The only thing to mention is that the puzzles with levers didn´t feel like puzzles, because it was "activate this" then "activate that" and yeah solved it.
Great work on the game!
Very original approach for the theme! The only thing that bothered me a little was the timers UI, like blending with the space (I didn´t know about the piano until I saw it fall on first try) and the difficulty to increase/decrease the values (small box with moving camera). Every other concept is really well done.
You are in the key part of the game! I wont spoil it for you, in the game's description is the info you need.
And about the art you're right, I didn't get to polish phase because of lot of bugfixing, mostly on transitions between the hub and the levels. Totally I missed the explosion art to give feedback of the bomb's range. Thanks for playing!
For your first game you nailed an important part maybe without thinking it. Im gonna remark something cool I saw that idk if any on the comments told you: On level 2 where the rewind ball and the two buttons on the rotating platform, It was the first "closed space" the player is in the game, and the way it looks (like the effects on the lights and the white walls) along with the music, conveyed me a sense of disconfort real strong, like someone is watching me, playing with me, laughing at my mistakes. Surely that´s all my mind creating that context, but that room ENABLES that feeling. Just with level design and some music you controlled the mood of the player, which is wild to do on a jam and more on a first game so, congratulations for that achievement! The rest to say is just the same: the levels globally were too big relative to the movement speed of the player, idk if theres any way of reuse an ability if I mess up on some jump, etc. It was a nice experience really anyway. Great work!
Totally responsible of me to throw my baby on the air to cure boredom, give then high sugar food even he has no teeth, let him poop on the floor, etc. Maybe that's why he threats to explode every now and then XD. Very good job on portraying this into a game.
Also, 21 SECONDS LEFT?!? Damn, the pressure must have been huge, congrats on making it :)
THIS. This represented my mindset the first 2 days. Like I have on sketch at least 6 more mechanics including the time banking thing, and 1 or 2 vague ideas of puzzles for introducing, applying and mastering them. Basically 23 levels were "thinked" rather than executed. At the end of day 2 I realized I couldnt playtest everything on time so a lot of that content got cut down. Thanks for playing!


