Congrats! About the difficulty I purposefully made it easier than I would like as I want more people to be able to beat it in a shorter amount of time, like for game jams. I'm updating the game after the jam and adding more content, which will hopefully force the player to settle more so into a build to tackle the game's challenges. Glad you enjoyed!
HalfSmore
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It's a neat concept, although a bit confusing at first. I liked how the mechanics were introduced, however for a game jam game they should have definitely come in faster. I didn't finish the game because I have other games I need to play too and I wish I'd been able to see more of the mechanics. I liked the gameplay, placing objects got a bit monotonous at times but it was fine and I liked the simple graphics. All in all, nice job!
Neat game! I liked having to manage both drawing the loops and dodging attacks. I think that the orange slime has an interesting role that wasn't clearly stated. The effects were nice and the sfx were crunchy which I enjoyed. It felt really polished as a whole so good job with that. I think that just having the controls appear in the game when you start would be better than having to read the description or how to play section but that's nitpicking. Overall, well done!
Super interesting! I liked the concept and how it got more hectic as time went on. I think the controls felt a bit weird, maybe just because the player starts facing down, which means that normal left/right controls start reversed. Being able to change your acceleration could also be useful, maybe trying to position all the cars in specific places could be neat. It was pretty tough but still fun, good job!
Absolutely stunning. The art was beautiful and the framing of every single scene was wonderfully done. The music and sounds were mysterious and evocative and contributed incredible well to the general vibe. The puzzles were just okay but I didn't have any issues as I was very content just zoning out and drawing the constellations. I think the narrative was engaging, I wish a little bit more had been made clear but I can understand the desire to keep a sense of mystery and discovery. Very well done, great job!
Super fun! I loved all of the juice, especially the bat. I liked how each tower served a different purpose, although the water guns felt a bit underpowered for being the most expensive one. I definitely enjoyed playing it, eventually the OCD kicked in and I ended up maxing out everything. It did get pretty laggy at the end but as is the expectation. The art was super cute and charming and the music was nice. The sfx were juicy but I did have to mute them near the end of my playthrough. Overall, super creative, well done!

tHE MiLK?/??!!/1
Awesome game! The central mechanic I thought was really interesting, and it was used cleverly in different ways. The collision with the boxes was quite glitchy and I, at times accidently, shoved boxes through the wall many times. I definitely got portal vibes but it also stood out with the different theming and central mechanic. The puzzle structure generally felt good, like it was introducing and compounding upon mechanics slowly. I did find it a little weird that there was a puzzle introducing the moving platform and then it went right back to box puzzles. Overall though, super charming and fun so great job!

tHE MiLK?/??!!/1
Awesome game! The central mechanic I thought was really interesting, and it was used cleverly in different ways. The collision with the boxes was quite glitchy and I, at times accidently, shoved boxes through the wall many times. I definitely got portal vibes but it also stood out with the different theming and central mechanic. The puzzle structure generally felt good, like it was introducing and compounding upon mechanics slowly. I did find it a little weird that there was a puzzle introducing the moving platform and then it went right back to box puzzles. Overall though, super charming and fun so great job!
Neat concept! I having the loops become a ship repeating your actions was a really creative idea. I found the game to be brutally hard, especially with the ship that spawns directly on your station and doesn't move, making it nearly impossible to loop around. The other ships that don't move are similarly difficult to do so because you cannot lead them into your loop as they don't move and you cannot lead your loop into them because then you'd hit them. Looping the big spaceship also felt tedious as your loop was only barely big enough. I did think the art was charming and the sfx were nice, so good job overall!
I feel very confused. I love metroidvanias so I did enjoy exploring but I never felt I was able to grasp where I was or needed to go. I think that you definitely should have told the player a lot more info, like what the controls are and what abilities actually get you, etc. I also softlocked myself in a hole with no way out, there was a big thing I was supposed to stand on but it wasn't moving for awhile so I got off but then it moved up and I fell in the hole it left behind. I think having the portals was really creative though, and sometimes trying to find your way out was a neat puzzle. Overall, nice job! If I understood it more I'd probably enjoy it more.
Neat game! I liked the simplicity of it although I think some change to the formula was needed as it got stale after a while. It was cute though, and I liked the audio in general. I felt like the sound of the fireball finally hitting was a little anticlimactic and I think some more juice in general would be nice. Overall though, nice job!
Super polished game. I love color matching so I did really enjoy this. I appreciated having multiple attempts but the perfectionist in me wants to keep adjusting, maybe being able to customize the amount would be nice. The UI was super clean although the main font felt a little too 'default' if that makes sense and I think that using a serif font for the color didn't fit in with the smooth minimalist design though. Overall though great job!
Neat game! I would recommend, even if just text, to add the controls into the game somewhere because I don't usually read the description before playing. I thought the mechanics were cool, although it felt like you are always turning too wide because the enemies mostly just beeline towards you which means they remain really close. I think having a bit more variance would be a lot more interesting, if they were coming from the side or from in front. Because of this also all the enemies are slower and you can just drive in a line pretty much and avoid enemies. I liked the combat although there needed to be some feedback for getting hit as it was difficult to tell. Overall though great job.
Also just a brief tip I would recommend turning the itch.io fullscreen button off in your game page because Unity WebGL has a built in one and it interferes with Itch's. If you want to disable Unity's fullscreen button in the future you can also change the format to 'Minimal' in the build settings for WebGL.
Thanks so much! I'm glad that was the only bug you ran into because I found and patched far too many during the jam. The code is horrible, definitely the second worst code I've ever written. I'm considering updating the game after the jam and a mobile version would be cool, although with how bad the code is, 'updating' would actually be almost a complete restart, but I'm definitely considering. Glad you enjoyed ^-^
Really interesting game! I think it could have used some sort of tutorial, I managed to figure it out but it's kind of overwhelming at first. The shop was kind of weird to use, whenever buying something it would be greyed out and say the price, which implies that you drag it there to buy it, when you actually drag it into a slot which is also partially cut off. I did really like the idea though. I think buying loops was interesting but you can also just focus almost entirely on money which is boring but gives you a ton of survivability. I think that maybe gaining a loop upon killing an enemy would be neat, and the game would get tougher slowly with tougher enemies. I also don't really see a point in moving the enemy cursor really in most situations. That being said though, super creative and satisfying, great job!
The visuals blew me away, the style is so distinct and lovely and really brings the whole thing together. I'm also a huge fan of physics based games just like this so I had a great time with this. Maybe not a great time when I smashed the only ketchup bottle and lost though ):
My main issue was that some items were unclear and you wouldn't know what you were fulfilling. For example, I needed to bring exotic fruit so I got a passionfruit. Then she asked for a passionfruit and I put the same fruit in. When it said I still needed passionfruit I was confused and put in a couple different fruits before googling what a passionfruit looked like and realized it was the one I'd already put it, and I just had to put another one it. She also kept asking for just fruit which confused me, especially during around when she would say hmm I remember I asked for fruit and then I put a fruit it and she'd say not that one a different one?? That being said I loved how stressful it gets and I love the audio and visuals. Overall really well done!
Neat game! The art was incredibly cute and charming. I think that the puzzles in general were good, I think I cheated some parts by spamming click to get a boulder on top of me to block the laser but maybe that was intentional. I think that some indicator of what boulder was next to be destroyed was sorely needed because keeping track was not too hard but kind of annoying. The platforming felt a bit clunky, I felt like it needed coyote time and there was weird friction with the ground and walls I didn't love. The audio was a bit lacking but overall well done, good luck!
Awesome game! The idea was super creative and the game loop was addicting. I liked how helping your wife works as both a tutorial and a story in the beginning, and I liked how helping her was your goal for the second act. I didn't know to go to the church for awhile which left me rich but confused. I liked gathering the different ingredients, but I wished that the garlic and vinegar weren't in the same place and another quest or location to get one would have been cool. The art was beautiful and the vibes were super chill, great job!
Thanks! Sorry about the confusion, I was worried about boring the player with a tutorial that was too long. I figured since it's a roguelike you can experiment and figure things out and then lose and try again if need be with no punishment. Thanks for playing! And I'm glad you liked the art because it's a completely new style I tried out (:
Neat game! Looping around enemies was interesting, and I liked the risk-reward of trying to stay away from enemies but also trying to make sure you can complete your loop and keep them inside it. I think the wheel was a super cool way to do rewards after each room, however I easily broke it. By putting two of the treasure or special rooms on the spot the pointer is on and the next spot and the rest with enemy spots, you break even in coins. By spinning and immediately stopping the wheel you guarantee the special room 95% of the time. I was able to get all of the upgrades pretty quickly. While impressed with the variety, I found that they didn't really change the way I play, save for the ability one. The art was cute, the music was a bit too calm/happy in my opinion for fighting demons (?) but overall nice job!
Very fun game! I loved the effects and all the juice, and every individual boss felt fun, unique, and polished. I think the idea of repeating the boss rush was pretty creative. The general rhythm, the spinning camera, and repeating fights are really conductive to really getting in the zone and focusing on playing which I loved. I also liked how crunchy the audio was. I think that the bosses felt very fair even playing them for the first time although I did have an issue with the third boss the first couple of times I played it that it was spawning on me without much warning, even just like half a second more warning to get out of the way would have been nice. Overall though, super fun, great job!
Thanks so much! There actually is progression, the more you get right the harder the game will get but it’s pretty slow/subtle for awhile. I’m glad you liked the lamp, I initially wanted to make a game a lot more tactile (think potion craft) but I didn’t think I’d have time to make something at that level. I tried to incorporate some elements of that regardless. And about the sounds for the book lol I just forgot.
Thanks! I was on the fence whether to do a shorter kind of game or have some sort of progression. I ended up just deciding to leave it as a little minigame because I didn't feel like working on it anymore (which is pretty sad because I worked on it for only three days ;-;) but the difficulty does increase as time goes on.
I really like the new game loop that makes it even more addicting to play. I love how every upgrade feels impactful and I like how the new items give each player freedom in how they play. I liked how the items were implemented although I think they weren't as incorporated with the game's them as I would have liked. Everything was really polished and the audio was super juicy and fun. Everything was pretty easy to understand. I think more variety when you are mining would be nice. The controls felt good although I didn't love the movement. I think it was a combination of having to click again to move but also not being able to click in the rock, whereas I would want my mouse to be on the rock I'm aiming to break, meaning I can't walk towards it. That's just a nitpick though, overall great job!
Really neat game! I think the mouse only controls work great and the theming led to all of the objects working cohesively, although I do think the objects seemed kind of arbitrary in relation to the game, although maybe the buffs system would make that make more sense. I really like the skull's animations and the animations when you open a pack, and I think the audio was nice. The stats weren't really explained in the tutorial which was pretty confusing, it takes a lot of messing around until you get any grasp on them. Overall though, nicely done!













