This is so cool! It’s got so many different moving parts that really give it a ton of depth. I would love a bit more of a tutorial at the start, since it’s not immediately clear what you’re meant to do (which racer is yours? are they ALL yours?), but I got the hang of it after a few rounds. Nice work!
Incredulous Interactive
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This was really clever! I got pretty far, then desperately needed a 6 that never came. Rest in peace little mining dude. I can really imagine this expanded with some special blocks that respond differently to either the pickaxe or when their number is pressed (move sideways, break blocks near them, etc). Great work!
This was easily my favorite puzzle game I’ve played in this jam. Being able to push blocks together too add them was the perfect twist on a classic formula, and some of the actual puzzles were really tough and satisfying to solve! Beautiful execution. The little squash and stretches and sound effects made the whole experience feel like a complete package. Great job!
This is a beautiful game, and the 6 line poetry idea is a really nice way to tie the whole thing together. I found myself most engrossed by the mystery elements; being able to search through posts and uncover information, and I would love to see more of that if you ever decide to expand the game - assuming that’s the tone you’re going for :)
Very nice work!
This was a really pretty game, and the narrative and art direction are top notch! You really managed to capture the tone you were after, and the whole thing feels really cohesive. Nicely done!
2 minor things:
- I don’t know if the game needs the QTE for the camera shutter. There’s not really a narrative reason for it; and when I missed it, it kind of messed up the momentum of the story. Not a dealbreaker, but I would at least consider making it more forgiving so it doesn’t pull focus (haha) from the main story beats.
- For the flower picking section, I think the arrows may be backwards? The left arrows increase the number of flowers and the right arrows decrease, which is a bit counterintuitive.
All in all, very nice work!
This was a really beautiful journey. Exploring different coping mechanisms to dwindling time is a really interesting take on the theme, and it was fun exploring the area and talking to everyone. I agree with the other commenters about the movement being a little finnicky, but it didn’t diminish my enjoyment of the game. Nice work!
This was such an interesting take on the theme! Really nicely done. The art was great, the music was cool, and the little voice clips really elevated the whole thing to the next level. I found it a little challenging to keep up with the moving timeline, but after a couple attempts I got the hang of it!
A small UX thing you might consider– at the very beginning of the game, when you grab your first life event, you could put a little reticle or flashing icon on each of the three lanes to show where you’re supposed to drop the event. At first I thought I was supposed to drag things “into” the childhood slot.
Again, great job. I hope this one keeps getting more attention!
This was such a fun concept! I really enjoyed the idea of needing to place the appropriate props on a short timer, although I found myself getting confused in a few different areas:
- I would have liked the controls to be explained during the tutorial (movement + E to interact)
- It wasn’t super clear which props matched which moods. I mostly went on vibes and that seemed to do the trick, but I’m not sure if I just got lucky
- I’d be curious to see a more puzzle-y take on this! You could potentially eschew the running around and pick up/drop mechanic in favor of something more drag-and-drop with a focus on finding the correct combination of props and moods. Obviously, that’s a whole new game and may not be the tone you were going for :)
Overall, I still enjoyed this quite a bit! It’s clear a lot of love went into this, and it feels really polished. The audience sneezing and coughing was a very nice touch. Great work to the whole team!
This game was really fun and made me laugh. The chaos of the physics objects was great. I think the elastic difficulty of the sunlight is great to keep the action high, but I think it would be nice if it had a bit of a delay, or at least caught up slower until you were deeper in the tower! Really nicely done!
This was really fun and silly! If you expand, it would be fun to have character sprites for NPCs during the dialogue, because I sometimes found myself not realizing who was speaking, even with the different-colored text. Nicely done! It’s always fun to see a mystery game done in such a short time period :)
Wow, thank you for the detailed feedback! Completely agreed on all fronts.
I think ultimately, the combat just needs to be rebalanced to be a bit more forgiving in the player’s favor (and having that damage feedback). Enemies having less health, quicker snappier combat, and more player health drops would really work in our favor. We set out to make Cult of the Lamb-style combat, and I think as we tuned everything to feel balanced, it all started to get a little bogged down.
Great note on the overkill! “Display Enemy Health” was one of the features that we ran out of time for despite it being pretty critical. Being able to know how much overkill you could (potentially) get from an enemy is IMO the biggest missing element from the game right now.
Damage feedback, knockback, and stun are a few of the remaining combat mechanics that didn’t quite make the cut. We had an ugly debug damage flash that we turned off, but looking back we should have just left it on. We may not do a big post-jam update, but we’ll probably at least patch in the damage flash :)
Thanks again! I’m happy you enjoyed it!
This is really cute! Beautiful art, and a very meditative experience. There was one bug on the left side of the big tree that was impossible to see (had to use a hint, and even then I only got it by clicking around until it registered), but overall great game! I’d love to see the other 2 levels you had planned :)









