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A member registered Feb 17, 2023 · View creator page →

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Incredibly clever! Once I realized how the lamps were working, the depth of the game nearly made my jaw drop! I would love to make my way through the whole game, but I will say that there were a few quality of life changes that might make it a bit smoother to play.

For one, I could see that the light from the lamp indicates the radius at which you get connected to it, but because the light doesn't effect the background layer, it can sometimes be hard to tell where that hitbox ends. This is especially problematic for an area I found where you have to jump over lower numbered lamps in order to keep your high number. 

I would also love to see some indicator of whether a lamp is currently at its max number. There was one spot where i couldn't see how to progress until i just messed around with different lamps that at first felt extraneous, because i didn't realize another one had a higher number i could rewind to. And that felt less like solving a puzzle than a cheat.

But overall, fantastic work! This is a really cool concept that I could see you expanding into a mind-bending puzzle game on the level of Ooo or Leap Year!

Super fun! Reminded me of Warioware minigames where you have have an incredibly short amount of time to figure out what to do. I liked all the little microgames, the bomb-themed presentation, and especially the super catchy score! Great work!

Easily the best game I have played in the jam! It is a unique concept that adds a lot of narrative depth to these bite size scenes. And I loved discovering that the minor choices you can make (choosing which toy for the boy to hold, or which additional objects to interact with) can actually effect the direction the narrative takes. Excellent work!

This is a cool concept, and I think with some additional work on the player controller (adding things like coyote time, and perpendicular grounding) you could turn this into a really run puzzle platformer!

Really smart design that makes you switch back and forth between a mouse-avoiding game (where you try not to accidentally shoot bystanders) and a hidden object game once you spot them. I would love to see some form of scoring system, maybe based on the time it takes to find your target and the number of unnecessary shots you make? Overall, really unique take on the jam!

Understandable! I definitely ran out of time and didn't get to implement everything I wanted to. But hopefully post-jam, I can add more content. Thanks for playing!

Haha, well thanks for playing!

Thanks for playing! Hopefully I can add some leaderboard functionality post jam.

A brilliantly designed little game that is like the inverse of a 'clicker' game, a 'waiter' game. The sound design is hypnotic, and the visuals match the concept really well. Loved it!!

Incredible audio work, it truly sounds like you are in an elevator. And really great uncanny vibes all around. The Chef gave me the creeps!

I am not sure if I ran into a bug, but when I got to the bottom, the passengers exited and I was left with a blank screen, and don't really know how I ended up doing. Just thought I'd let you know.

A compelling story of how different people face impending disaster, told with witty dialogue and unique pixel art. Very well done, though I would love to have seen a few more gameplay mechanics.

Thanks for the great feedback! As usually happens, I ran out of time to implement everything I wanted, but I will definitely update it after the jam with some more monsters and upgrades.

Thanks so much for playing!

Oh thanks so much for returning to it! I am actually doing a lot of work to flesh it out for an eventual steam release at some point this year.

Thanks so much! I will try to get that in post-jam.

Thanks so much for the feedback! The undo button is definitely something I want to implement, I just didn't have time. The retro shapes idea is a good one! Maybe I can figure out a way to do that. Thanks for playing!

A great art-style with vivid animations! My ants ran into some pathing bugs, though, getting stuck on corners and unable to move through 1-block gaps, which proved pretty frustrating. But if you iron out these issues, I'm sure you will have a great game on your hands! Good work!

Thanks so much!

Thanks so much for the feedback! I do think I need to revisit the camera scale and adjust it a bit. Blocks only turn green when their area is less than or equal to the player's area, which I maybe need to do a better job of communicating. But I'm glad you enjoyed it!

Thanks so much, I'm glad you enjoyed it!

Incredible visuals and gritty, lo-fi vibes! The gameplay of combining materials into a product is solid, but I would love to see a little more variety in how the different types of materials are assembled. Overall, really impressive work for a jam!

The constant scaling up of a factory is a great core-concept! I would have loved to see more goals to guide the progression of gameplay, but this is a great start for the jam time-period. Great work!

Thanks so much!

Thanks for playing!

Some interesting magic mechanics and good puzzle-platformer level design! I would recommend working on the feel of the platforming a little more: making the jump a little less floaty and adding quality of life features like coyote-time and jump-buffering. But with a bit more polish, this can turn out great! Nice work!

A solid core concept paired with some great level design leads to a fun game! I did run into a couple bug's though. The wind in the third level blew me outside of the screen, forcing me to restart. And there were some times where the character appeared to get stuck on nothing (most notably, while passing through the tunnel in the first level). But overall, great work!

Love the silly, absurdist vibes! The core gameplay loop of fishing can get pretty repetitive though. I only caught 2 fish and got $10, so the fact that I need to accrue 150 felt overwhelming. I would recommend working on adding some more variety of obstacles into the fishing mini-game so that it doesn't become stale so fast. But this is a great start overall, good work!

Absolutely laughed out loud at the ending! A great Katamari-like where you are just a frog eating bigger and bigger things. Love it!

Wow, this is such a delight! Beautiful pixel art, great game-juice, and super on-theme! The gameplay is easy to pick up and the randomized scales make it easy to come back to again and again. Fantastic work!

A nice little idle game with a great sense of progression and upgradeables! I would love for a little sound fx or music to give it some more game feel. But overall, this is a nice little entry. Great work!

Love the musical take on a not-quite 'bullet hell'! Hearing the notes play with each collection is very soothing while frantically trying to dodge the unneeded notes. I would recommend adding a low-key background track for the notes to blend in to, it would add a bit more character. Overall, great work!

Really nice art and a solid core concept with the scaling bullets. I would recommend zooming the camera out a little bit and possibly slowing the enemy movement slightly. Currently, there is not enough time to react to incoming enemies by moving, so the dominant strategy is to stay in one place and shoot. But this is a great start, so keep polishing and iterating on it and I'm sure the final project will be great!

This is a really great concept that I would love to see expanded into a full game! I could see the possibility of new mechanics being introduced as you get higher, like power ups or moving enemies. Such a great start, keep with it!

Wow, what a great puzzle game! You took a relatively simple mechanic, but iterated and expanded on it in multiple ways to continually grow the puzzles' complexity! I found the timing of some of the jumps to get a bit too unforgiving after the pillars got 3 stages, though. But overall, this is some truly exceptional puzzle design! Great work!

Truly gorgeous art work, with a soothing soundtrack and chill gameplay! I would have liked a little more direction in what effects the different building types provide. But overall, this was lovely! Great work!

Such an interesting concept! Having to minimize the amount of time you are touching surfaces makes the levels really fun and almost floor-is-lava-esque. I found the springs very difficult and finicky, though. I would bounce not quite high enough on one, and then take multiple attempts shaving off a little bit of paint before I became small enough to bounce the right height. This slowed the gameplay down quite a bit and became a little tedious. But overall, this is so unique and has a very high level of polish on it, so great work!

Incredibly polished with gorgeous menu navigation and a ton of juice! I had quite a hard time getting a hang of the controls, though. The fact that the background doesn't scroll when you move makes it really disorienting to judge the relative distance between the ship and the meteors. But that might just be a me problem. Overall, great work!

The sound effects here are top notch! The echoey footsteps and humming generator are so evocative and great for a horror game. I could not figure out what to do to open the door, though. Maybe some glowing indicators to hint to the player what to interact with would be helpful? But overall, great work!

This is a solid take on a simple scrolling shooter with a twist! As others have noted, I'd recommend adding more visual feedback for bullet impacts and the player taking damage. I also noticed that the shrinking bullet has an odd delay where it doesn't shoot sometimes. But overall, this is a great start, good work!

Thanks so much for playing!