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A member registered Jul 17, 2018 · View creator page →

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Very fun game, but also quite frustrating. The AI gets stuck for apparently no reason whatsoever (not an issue of road throughput nor exit throughput, they just decide to stand around for no reason and pile up).

It would be nice to see the actual reason the ghosts are stuck, for example the exit showing it’s overloaded or whatever the reason is. It’s a bit annoying when the ghosts stand right next to the exit and block everything.

But I like the soundtrack and overall the polish is lovely.

Thank you, glad you’ve enjoyed it. What levels did you find too hard/which ones were too easy? I tried to order the levels in difficulty, but playtesting a puzzle you’ve created is difficult. I’ll try to correct the difficulty curve in a post-jam release.

Heh it’s true, I tried to design certain levels which are interesting to solve both ways.

Aw man, you missed the ending. Another person succumbed to the voices inside their head. :pensive:

Does this fit the theme? No. (Which means yes because GBTK logic.)

What is your screen resolution? Is it 1080p?
If so, there's a possibility the issue is caused by system window scaling (such as having the global zoom at 125%).

Otherwise I apologize, the game is designed to work on a 1600:900 resolution because we didnt really have any good ways to fix window resizing during the jam. (The entire UI + sprites would be the wrong sizes and in the wrong places).

The effects are done in a very similar vein to the Post Processing Example. I originally intended to use the Post Processing Pass Example but it turns out that that example requires bevy features not yet present in 10.1 (talk about cutting edge graphics :] ), so we had to stick with the more trusty old code.
The general idea is that your camera renders into a texture instead of the main window, and then you have a large quad spanning the whole window that uses said texture, and uses a custom shader material (and it gets rendered to the screen using a different camera).

The shader works by taking the UV coordinates (think like window coordinates, but normalized to be a float in the range 0-1), and the current game time and calculating some sine waves in almost orthogonal directions giving an offset vector. I then add the offset vector to the uv coordinate. This causes the game to use a different pixel (x, y) to render a pixel at coordinates (x_0, y_0), creating the geometric distortions. This makes the screen wavey, however this effect feels very artificial as you can clearly see the waves. To mitigate this, I use this effect with slightly different parameters 4 times moving the pixel coordinates 4 times, which creates an interesting and slightly chaotic pattern.
Maybe the simplest part is the visual colour distortion, which is done by converting the RGB value to HSV and then shifting the hue by how far the pixel being rendered is from the original position and then I just convert HSV back to RGB.
Last major part of the shader are the ripple effects, these are done by calculating a circle (*cough* atually looks like an elipse, though in UV coordinates it follows the equation for a circle). I take the coordinates of my pixel (u,v) and calculate the distance from the center of the ripple, and subtract the desired radius (which is animated with time), this gives me a (signed) distance from the circle (points inside are negative, outside positive, and exactly on the circle is the distance 0), and then I put that value in a gaussian distribution to determine how much to distort that pixel. Basically pixels near 0 distance from the circle get maximum distortion, pixels far away get basically none. Based on this value I then add another offset to the UV vector. There's also some code for contrast-correcting the image, but honestly it's not very good at all, though it does have interesting interactions with the rest of the effects.
Finally there's a bunch of ECS systems that control all the parameters of this shader based on in-game events.

Kind of a gigantic reply, oops, but I hope it's informative.

Love the theme interpretation, the mechanic of finding the optimal path seems surprisingly promising (though maybe there is a trivial solution), but one would need more levels to find out.

As someone said already making holding the key drive the combine in one direction would be very convenient.

Decent game, love the polish, felt really good.

Got softlocked in the tutorial by accidentally putting cargo on the ship before the prompt to do it came around and then it never went away.

Later got a bit bamboozled when a ship took some of my cargo that was actually supposed to be on a different ship. (Didn't realize a separate ship comes for each order, but that's just me being silly)

There is a manual on the table which explains most of the mechanics. Other than that's it's just clicking and experimenting with different reactions.

Thanks a lot for the positivity! Means a lot to the team.

Great game! Love how you can interact in many ways: throwing dice AT enemies, grabbing not just the dice but the enemies too etc.

The art reminds me of Double King by Felix Colgrave.

Seems more like Game 🅱️reakers Toolkit xD

Thanks a lot, we thought that "being random" can be applied to not just the game, but the game making process itself.
Was a lot of fun to playtest it haha.

Very interesting game,

Lovely artstyle and sound design,

I am a bit confused since I don't see any indicator of HP for the player or the enemy.

The text is a bit small and the dice dragging feels very stiff.

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It's just the alpha, more dense fevers are coming... sometime.

Glad you enjoyed it.

Absolutely hilarious, haven't laughed this much in a bit, graphics and audio are top notch.

You should write a book or a movie.

employeet is out

idk what do you wanna do with this information

it is out now, you can play or not idk I'm not yer bosss

Very fun, too bad there's a bunch of annoying bugs.
I encountered a bunch of ghost tiles/dead pixels that actually didn't have any collision. And I also had some lines that didn't clear (I assume it was caused by a ghost tile being present in the line). Would love to see a fixed version

sports thanks



read the jam page thanks

oh yes

Then I'm worried you really do deserve

have you tried asking your local lawyer?

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Very neat game, though I feel like the level difficulty is unbalanced. Some levels make me think I have no idea what to do, some levels are just fooling around until I get a tumour that floods the entire level (though those moments are somewhat fun, if not very puzzly). Maybe this would work as more of a sandbox or a zach-like optimization game rather than a classical puzzle.

Another note: The art is not bad but I felt the pixel shading was messy and made the game feel poorly drawn (there's not enough pixels to do random dithering), your original sterile vector graphics (as seen in your video) weren't so bad this kind of game. Personally I'd stick with the pixel art but I'd use much simpler maybe even single colour blocks with symbols painted as is.

Very fun game, just a note that two things were a bit frustrating, Tools near a ladder are an incredible nuisance to pick up (you keep climbing the ladder and you can't pick them up). The pipes feel like they break so often I might as well not bother fixing them.

The following was intended to be the angry wrestlers trying to pester you into giving them food, while being a nuissance giving more of the feel of not having control. I personally apologise for the half-baked AI, which I'll try to fix in the post-jam release.

I am so sorry for that bug, the customer AI had very little debugging done on it, maybe try again? :) I'll look into that for the post-jam release.

Wow, I have never hoped to have made anything people would make fan art for, really appreciated. 

We will look into it for the post-jam release

Very fun puzzle game, love it.

Simple gameplay but the polish is incredible for 48 hours.