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Gwen C. Katz

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A member registered Nov 03, 2021 · View creator page →

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A really pleasing combination of Snake and sokoban!

Like a beautiful Gothic cathedral that you wander around, admiring its intricacies and going "I cannot even imagine how they made that!"

I, um...seem to have vanished from the map?

Reminds me of Tome Tower Tumble with the rotation aspect.

A very charming and engrossing game! I especially liked the word-guessing part and clever design choices like using the same spell name more than once. I did sometimes get stuck because I had the right word but wasn't using it in the right place (for instance I was really sure "lighten" should work on the statue that says "it's too heavy to move").

Big Stephen's Sausage Roll vibes! I do think it might have worked better as a puzzlescript game--the physics where it's possible for the puck to be slightly misaligned with the grid were weirding me out.

Magic tower, I love these! I love how much planning is required. But I wasn't super clear on how the rules work--for instance, I couldn't figure out why your stats change when you mouse over a task.

Quite interesting--I love that the main challenge was thinking about topology and not just thinking about which way to push the blocks. (And props for making your own engine.)

I do appreciate you trying something unusual and different, but I agree that trying to guess exactly what shape we're supposed to draw didn't feel good. 

Fun music and deeply charming art with a lovely palette (I love the little "help" when the guys get squished). I think you should move the dialogue box so it doesn't overlap the puzzle--in some rooms it covers up where the humans are.

It was really satisfying combining things--my favorite was accidentally discovering that you can combine a key with yourself! (I do think the instructions should mention that you can pull keys, since that's not a default sokoban mechanic.)

Having the levels interact with each other was a really neat mechanic! Definitely made them a TON harder.

Thanks for streaming!

I would love to, because I like the vibe a lot.

This definitely brought back nostalgic feelings of old-school RPGs, but for me figuring out what the game wanted was a big obstacle.

Gorgeous, moving, meaningful, and well-designed. Very much what I expect from you!

My only suggestions are just a couple tweaks with the presentation of the ending:
-The last name doesn't seem to lock since it's not part of a set of 3.
-I'd like to be able to see the web after the game ends--I had a wrong guess or two on the board still so I would have liked to see how it finally looks with only the correct guesses.

Terrific level design, fun mechanics and some absolutely brain-breaking levels later on! I love the mechanics with moving the cages around.

These feel more maze-like than sokoban-like, which is a plus for me. I could have done without the timer and move counter, those are just things that don't matter to me, but as long as you aren't actually penalized I don't mind.

You've built impressively complex systems here given the time limit, but they do feel rough to use currently. I got stuck a lot of times on the interface (for instance, the instructions never saying "signals have settings, and you need to click on a signal to adjust the settings"). Still, building it at all is a real accomplishment!

Didn't load for me, I'm afraid (I'm on Firefox).

Clever stuff! I appreciate that you used the cage mechanic in a lot of different ways. I thought only the last one was really difficult, but it definitely really brought home the challenge!

You can--press escape to access the settings menu.

Congratulations on graduating! Is this your first jam?

I love how it makes Microban 1 feel like a totally different puzzle every time!

Love the puns. I especially liked the mechanic with the inverse simultaneous movement. I would have liked to see some higher-difficulty levels, but of course time constraints apply in a jam. 

Super addictive and the game feel is great!

But for me, I kept being frustrated by the fact that more expensive cards have lower average payouts per dollar than cheaper cards, and that always made me not want to go bigger. For instance I completely skipped Quick Pick ($1.50 per dollar) because it's so much worse than Fifty Fifty ($2.50 per dollar).

I would definitely be interested in seeing the chain of reasoning! I'm sure a lot of it for me was just not being able to reread older text (for instance, I couldn't review when everyone said they went to bed).

I was really happy to see an Ink game in this jam, plus the only proper locked-room mystery! I enjoyed the characters, who felt well-written and distinct. But I didn't really follow the logic of the solution--I wasn't sure either what their motive was or what clues pointed to that person. (For instance, I interpreted the fgnss havsbez snoevp nf zrnavat gung fbzrbar jnf jrnevat n fgnss havsbez nf n qvfthvfr, abg gung gur zheqrere jnf n fgnss zrzore.)

Not sure how much is because I didn't explore the game thoroughly enough to find all the clues (though I felt like I did!) and how much was because I just didn't make the right connections. (I played over several sessions so I couldn't look back at the transcript.)

One request: Could the instructions clarify that WD strafe, while arrows rotate? As written it sounds like they do the same thing.

Fun and charming! It felt like it was throwing something new at me almost every level. Art is cute too!

CLASSIC. I was wondering "Am I out of time? Was the deadline midnight? I thought I had like 8 more hours?"

You do sometimes need process of elimination--there are sometimes names you can only figure out because they were mentioned and don't belong to anyone else in the scene.

Cultural assumptions are never required--for instance, you never need to guess "this girl's name belongs to someone in a dress."

Super creative! Really had me thinking out my strategy from square one. 

(2 edits)

(ETA: This is fixed now.)

I've been finding this interesting but I've now hit what appears to be a permanent softlock: The call the deputy inspector option is gone. I seem to have exhausted all the material (all the locations and people reveal no new information) but I can't give an answer, either.

Super clever design! Definitely had me going "Wait how do I...ohhhhhh!"

I enjoyed the box rotation puzzles, but the little dude at the bottom seems to not serve any purpose. I would have enjoyed it more if you just took out the little dude so I didn't have to walk across the same room over and over.

Really really difficult! The mechanics took me a good while to figure out the nuances of, but they're interesting. Programming it on a hex grid must have been tough!

While the implimentation is a little rocky, I do think it's a terrific mechanic--being able to take keys back after using them is really unique and had me really planning out my moves (I even drew a map!). I do think it would have been nice if there wasn't a softlock state, but hey, it's a prototype. I really hope you'll continue working on this!

Another Patrick instant classic! Elegant rules, reasonable difficulty and lots and lots of surprising and super satisfying applications.