Thank you! The objective of the game is similar to Balatro, so you try to rack up your score to get past the current level’s Melody requirement by arranging your gloops in a strategic way. The space bar (looping mechanic) marks that section of the song for looping when the playhead reaches the end, so it can seamlessly loop back one or more bars/sections, which would let your gloops trigger more times. At least that’s the vision, though we’re aware of the shortcomings regarding how things are communicated or balanced. Thanks for playing :)
Furkan Kambay
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Thank you! Our main inspiration was Balatro, but unfortunately we couldn’t do everything we wanted to do, and had to cut down on a lot of crucial things. You can probably see what the original vision was in the design doc haha.
Gloops do interact with each other AND with the board/grid in different ways, depending on their positioning. The system is not fully implemented, and only a few of these conditions work. Also since only a couple gloops have those more interesting triggers/conditions set up, and the information isn’t telegraphed in any way, it’s understandable that it’s confusing haha.
As for the threshold, I’m afraid it’s a case of being in a rush to finish other things, so that simple UI flew right under our radar… We also had already decided to cut down on having an actual level progression.
Anyways, thank you for playing and for your comment!
Unique timing mechanic, awesome tutorialization & introduction of new mechanics, super cute and simple yet effective art. Love the puzzles, especially when it makes you retrace your steps, but the path is different (1-1, 1-2, etc.)
A nitpick, and just a me thing: on 1-7, I wasn’t totally paying attention to what changed in the level when I got the yellow key top-right, and didn’t notice the spike disappearing. And since there’s a lot of red spikes, I still didn’t notice the flat surface upon inspecting the level after being confused for a while lol. Maybe a highlight for that like a different surface color, tho that might be a bit hand-holdy, not sure :D
What can I say, I love me a good precision platformer! You should release this on steam. In this state even, it’s perfect! Would be nice with more levels and expanded mechanics too tho!
Total Retries: 118 Total Deaths: 45 Time: 21:27.033 🙂👍
Thank you so much! The game needs a tutorial for sure. Shovel himself played the game on stream, and actually upgraded the arm, but also never used it! On the other hand, some people just never stop clicking! haha
So the issue is pretty obvious to us now, and we’re planning on improving things after the jam. Thanks again for playing!
That is a delightful suggestion, thank you! For the endless waves, that would also really fit the game, so it’ll for sure be on our backlog of ideas to implement post-jam.
As for the art, our artist did indeed 3D model, texture, rig, and animate all assets from scratch, then turned them into pixel art!
Thank you for playing! Happy you enjoyed it :)
Thank you for playing! We plan on spicing up the gameplay after the jam, with more upgrades, more unit/enemy types, etc. Wish we could include a couple more in the jam version, but we wanted to keep our scope small for this one :)
Regarding the crabs, I’m not sure about what the issue was. They’re supposed to follow your mouse and bunch up together, and they’re physics-based. We haven’t seen an issue with them getting stuck, but we’ll try to investigate the issue! It would be helpful if you could provide more context and maybe a screenshot, though!
Thank you for the feedback :)
The hurtboxes are definitely something we wanna change after the jam! As for the music, we are aware of the issue, and it’s pretty much top priority on our list of things to fix. And yes, more upgrades are also something we want to do! We’re all extremely happy that the people want more!! :)
Thank you for the feedback, and for playing!
Love the tutorialization, and the puzzles were great. I actually gave up on the level you enter in through the pipe. Multiple times I thought “ohh I got it now”, but I was wrong every time! Well played, devs. Movement felt good, didn’t love the camera auto-rotating all the time, although I like the pre-scripted wide-angle shots. The character is very cute along with its SFX. Oh and the beyblade enemy was cool, though after figuring out that I had to jump on its head, and my attempt not working (maybe the hitbox is too big, not sure), I was confused and kept trying other stuff like I thought maybe it had to break the gray pillar and that had another powerup on it lol. Didn’t take me long to attempt it again tho! Great game overall, congrats!
(Would you believe me if I told you we were thinking about some beyblade-inspired characters for our game, and that I still wanna do it really badly?)
LOVED the intro, it got me hooked pretty quickly. It felt very cinematic with the SFX and all, and the music in the game is also super nice. Love the character art, and that little artist/dev quip in the description lol. Thought the concept/worldbuilding was really enticing, and I love any game that makes me stop to decode ASCII binary :) I did get stuck on that bump on the right, after talking to Tip, and passing the time played a SFX but it didn’t seem to change anything in the game. Tried twice, but no luck. Still, very memorable intro experience!
Thanks for the feedback! We do have tutorial texts that should be shown when starting the game, but those were a very last minute addition. I’m not sure if you didn’t get those (could be a bug), or if you just meant a better tutorial, but that’s definitely something we should improve. We are planning to fix some bugs and improve the game experience after the voting period is over, so we might implement a better tutorial as well.
Thanks again for playing :)






