Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Husky

14
Posts
5
Followers
3
Following
A member registered May 12, 2025 · View creator page →

Creator of

Recent community posts

Really cool stuff! This feels like it could have a lot of depth with strategy that I have not yet explored. I always enjoy very nuanced mechanics hiding under a simple premise; not to mention the game is very polished.

I share similar sentiments to Avonate; I personally do not like timers in puzzle games. However, it does fit the theme in that aspect, but I also think that you could argue that the numbers on the nodes are counting down as the wires get longer..? Regardless, fun paper puzzles.

I think that I was able to figure out the needed idea in “Fill Again” just because it’s presented in a much simpler layout; I immediately parsed that since I needed those 4 squares filled, I would only have 3 boxes left to maintain a 2x2. I suppose in “Not Enough”, the idea did not immediately pop into my head since… I thought that there was a way to perhaps remove the box in the bottom right and replace it with a different box later (not sure what I was thinking there honestly). I mainly think that the clearer presentation of the “you do not have enough boxes for this to work unless you do something differently” of Fill Again was what gave me the idea.

(1 edit)

Hmm, that’s strange. It should fix if you close the game and re-open it as the game doesn’t save positional data, but our programmer will try to fix these issues by tomorrow. Thanks for letting us know and for trying out the game!

I really enjoyed how silly this one was while still managing to pull off having cool puzzles. Strangely enough, the game my team worked on is eerily similar to this one… Definitely one of the most unique and fun sokobans I’ve played in recent times.

Really good stuff. This game goes into surprising depth for a mechanic that is seemingly so simple on the surface. Strangely, though, I got stuck on “Not Enough”, jumped to “Fill Again”, and then figured out what I needed for the former. Really lovely how minimal the mechanics are, though, and how the seemingly “new” mechanics are simply a new way to look at the main one. Easily one of my favorites for this jam.

This is great! I suck at driving games but it was still fun to play.

This is awesome.

Wow! This is the best platformer I’ve played so far from this jam. The controls were smooth and the concept was creative; I definitely think the mechanics in this could be flushed out into a full release if wanted.

Paper puzzles like this are always pretty fun. Would’ve liked to see a bit more complexity with perhaps more of the mechanics present in each level (such as the split node). I think that the logic could have also benefitted from obstacles present in the middle of the board, opposed to the board being just a rectangle. This has a really good level of polish, though, and was fun to play.

Ah, I refrained from posting them as to not provide spoilers. The two levels are 9 and 11.

Really cute artstyle. Not a huge fan of the “some souls appear after a given amount of time” since it’s hidden info that’s only revealed partway through which could mess up the planned solution; luckily the puzzles are all short enough where it isn’t an issue. Really liked the logic that came out of the watches; overall a fun game.

Small puzzle gem within the jam submissions. Especially enjoyed the logic that came out of interactions between boxes and buttons. Small gripe with 2 levels having similar solutions (perhaps I just missed a simpler alternate solution in one of them), but very nice puzzle game overall!

(1 edit)

Amazing puzzler. The entire metasequence felt very deliberately crafted, very cleanly made. The individual puzzles themselves felt very intentional; each of them emphasized a core idea even if some of them weren't entirely focused on puzzles. It's also honestly insane how natural this entire thing feels even though the game itself seems carefully crafted. Many parts feel like they work just because they have to work that way, and there are so many setups in the layouts that naturally create amazing logic!

I generally don't enjoy puzzle games with a "discover the rules" vibe, as I feel like it usually detracts from the logical aspect, but every rule was very intuitive and came naturally from the ordering of the puzzles in such a way that discovering the rules didn't take away from the game whatsoever. 

I do wonder how much more potential can be squeezed out of just these ideas and these mechanics, though - purely focusing on a logical aspect as opposed to layout style and whatnot. I'll be hoping for more stuff like this in the future!