Thank you for playing! I am working on an improved version with better physics, thank you for the feedback! :D
haastregt
Creator of
Recent community posts
New version uploaded:
- Reduced cycle times by removing the intro sequence after two runs
- Small bug fixes
- Reduced lawnmower volume
I would like to make the physics less janky, e.g. no more compost bags glitching through floors, no more sticking to vertical walls, etc. But this will take some more time (especially around work)
Fixed!
The intro now only plays fully for the first run, half for the second run to show the looping aspect, and then disappears :). The only iteration time left is when it shows you a new rule / shows which rule you broke. Let me know if it is still too long, then I might need to look into alternatives ways to give the feedback of which rule was broken
thank you for playing and for the feedback! A cutscene skip button is on the top of the list of improvements indeed (and also really simple to make haha). I was also thinking of ways to check if a players action was more intentional. e.g. instead of checking for a collision with the crate, check if the player actually moved the crate more than x meters, or even require the player to press a button to start pushing the crate. That way there are less annoying failures due to accidentally hitting something.
Thank you for the feedback! I put it on the list of things to improve for the expansion of this game. I'm thinking of making things like touching something more explicit (e.g. only trigger when the object is actually moved more than x meters, or even requiring a button press to start pushing an object) so that it only triggers if the players action is intentional
Thank you for playing! Seeing all comments I agree that adding a skip button would probably be the biggest improvement I could have made in this jam haha
I definitely want to extend this concept! Possibly even co-op so the possible interactions increase even more (and because I think co-op is great, just not a good choice for a game-jam :P)
Thank you for playing! It is partly dynamic, but not fully. It will track everything that happened in a run and then select a random one from that list. So it won't choose something that you did not do, however it could still choose something that you did but that did not matter for getting the solution (for example if you touched a crate and then go through the fence, it might still make the rule 'keep your hands of the crate' even though it wasn't required for getting to the cake)
This was surprisingly fun! The platforming felt balanced, and I loved the different directions (especially the front view, I haven't really played platforming like that before!) Also, I did not expect the levels to change after the first loop, but there were quite some varied elements which kept things fun!
Not sure if I was not getting something or if the web build wasn't working properly, but I was not able to do any watering or sunshining or fertilizing. The thingies in the middle just never got activated like they are in the pictures.
I do like the looks of it and I can see that there could be a nice game here if I would manage to understand how to activate those things!
Fantastic execution! It was quite difficult, so being able to first try a bit with 2 colors before moving on to three colours was very welcome! I didnt dare any more though. My best score was 650 with 3 colors.
I was thinking if there is some way to make it a bit less overwhelming, because you have to analyse a LOT if information to figure out where you even should try place something. On the other hand maybe that is what makes this game so great, I personally havent played a lot of tetris but for pros maybe this is exactly what they look for.
I also am very impressed with the polish on this!
Thank you for playing! And thanks for letting me know about the embed setting, I changed it and it is a lot better indeed :).
I didn't really implement a way to track what actions actually contributed to getting to the cake, so sometimes an action can get chosen that was not part of the solution indeed (for example, if you touched a crate accidentally and then go through the fence, it can still pick the 'dont touch the crate' rule). There could have been a plank that touched the grass earlier in the attempt, although with the buggy physics I wouldn't be surpirsed if a plank glitched into a collision state somewhere either. Thank you for the feedback!

