Wait, you can do THAT in a web page!? This is really impressive. Not only being able to use the windows size in the game, but also reading its position to make the world looks fixed (based on the monitor resolution perhaps?), and have a blur effect to change the focus, updating the ambiant sound… It's a great technical accomplishment, but also such an amazing attention to aesthetic details. The game looks and feels gorgeous, I'm surprised how well it captures the sensation of looking at small aspects of the world in different scales. This is one of my favorite entry! You did a fantastic job.
Itooh
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Clever concept! There are some of the puzzle where I am not sure if I used the intended solution (mostly the moving platforms), but it's generally fun to mess around. I very much like the idea of seeing the ending right at the start, it's an elegant level-design. Great job also on the art, the lighting and atmosphere is impeccable. Although as a colorblind, I had a difficult time differentiating the two kind of "time bubble". But you eventually figure it out when you see (or hear) their effect, so it wasn't that much troublesome. It's a really impressive entry, well done!
Le build Linux ne fonctionne pas très bien chez moi (Mint 21). Le curseur est gigantesque, rendant les menus quasi inutilisables. Et une fois le jeu démarré, j'ai une image qui clignote vénère. x)
Du coup je suis passé sous Windows pour l'essayer. Félicitation pour avoir sorti le jeu ! Il est plutôt fun, et le concept est toujours sympa à appréhender. Même si je le trouve un peu mou dur la longueur. J'ai fait deux boss et un niveau de plus, et j'ai pas je commençais déjà à le trouver répétitif.^^' Egalement pas trop fan de la jauge d'énergie pour la parade. C'est une mécanique fun, mais les trois quart du temps je pouvais plus la faire parce que ma jauge s'est vidé. Et côté esthétique, le style visuel du jeu est très sympa. Mais niveau sons, y a certains bruits que je trouvais trop forts (l'alerte des comètes, ou l'activation des boucliers).
Ca reste une belle évolution depuis la version jam!^^ C'est cool de voir le jeu polish à ce point. Y a quand même un level-design qui tire bien parti du concept, et une difficulté qui est plutôt équilibrée (si j'en crois ma jauge de santé en fin de niveau).
The variety of enemies and their effects was intimidating at first, but this is actually quite intuitive. Once I understood how to use the slow-motion, it became really fun! Although that slow-mo is still a bit weird and unpredictable, I was never sure if I had to hold right click, or if it had to be enabled / disabled, and why it would switch between the two all by itself (something to do with the bar on the right I suppose)... But nevertheless, I had a great time playing it! Also excellent work on the art, sounds and FX!
Didn't expect the music to get that epic at the end! =D
Controls are pretty slow, but I had a lot of fun playing the game. Throwing the ladder in the air and hoping it will land right is satisfying, and weirdly not as difficult as it first seem. The variety in the level design and the increase of the ladder height makes good profit of this mechanics. There's only the combats that seem out of place, and kinda break the pace of the game. But overall, it's a pretty nice entry. Good job!
The defense twist added to Snake is pretty interesting! As well as the possibility to shrink, which adds its own risks and benefits. This make a nice variant on the classic game. The art and music work really well too! The only nitpicking I'd have is I'm not sure the stomach icon next to the snake is that much useful (unless I've missed its actual purpose). I had a great time playing it and trying to reach a decent score. Good job!
This is such an elegant game-design! I like how this mechanics balances risk and reward, in a visible and easy to understand way. The game is not very challenging (it's easy to take back the health you lose, or shoot a large scale and take it back immediately), but still fun all the way. And the visuals are also both charming and easy to read. Congratulation for making this impeccable entry!
Nice concept! I wish there was some background music to go with it. The result feels a bit austere.^^
The puzzle are indeed really open-ended, and overall pretty easy. Only the last one required some reflection (although it didn't accept my solution). Also I'm don't really understand what's on the bottom right of the screen, and if it is useful for the puzzle resolution. But besides that, and the controls that are indeed slippery, the game works pretty well. The visuals are clean, and the levels are short enough to be appreciated. And it's nice to see a game combine two different interpretation of the theme!
Clean and minimalist, I love it! The base game felt a little basic, but on the last levels I eventually get into the speedrun aspect of the game and took pleasure in optimizing my level-design like a Trackmania course. The game has a great physics for that!
I didn't use that much the shrink mechanic, only occasionally. The best strategy ended up building momentum thanks to gravity or boost, and keeping it. Also the idea of having to build with random pieces is interesting, but in the end not restrictive enough: it's really easy to put aside something we don't want to use, and sometime I would just draw until I get something useful.
I must also mention that the UX is kinda disconcerting. I was very lost at first on how to play (even after seeing the tutorial pictures on the game page). And the first time I finished a level, I had troubles exiting it to select the next one.
Overall it's a simple concept, but well executed in a neat small game. Well done!
This infinite zoom works really well! Navigating through these spaces is very enjoyable, and give a great sense of vertigo.
The puzzles are well balanced. My only issue was finding the two hidden objects inside the mouse nose. Otherwise everything connects nicely. And the final is completely appropriate. Well done!
I like the silliness of the game! And usually I'm also client for chaotic zero-G controls… But those one defeated me. x) Not only I couldn't get around the inverted Y axis, but also mostly the collisions are too crazy for me. I'd often bump against the floor and spin in unexpected and uncontrollable directions… Yup, my chances were thin. x) But at least I got to enjoy the game's playful aesthetic.
The game is short, but filled with ideas! I liked how the game play with its secrets, and reveal a new side of its mechanic at each turn. The controls are not always ergonomic, often I'd use right click thinking it would allow me to grow/shrink, only to remember that I actually have to select it then use left click. But given the scope of the game, it's not too dramatic.
Those are top-quality feedback FX! There is a great level of polish here.
I've had a nice moment playing it. But I must admit I'm not that great at those kind of puzzles. I hard a hard time visualizing which vegetable interacts with which one. And although it feels great to see those chain reactions, most of the time I didn't really understand them. So, uh, I don't know if I played poorly or good enough actually. :P
But the core mechanics are still very elegant. And I really like the simplicity of the controls! It's clearly a "easy to learn, hard to master" kind of game. Seeing the leaderboard, you seem to have made a good job on balancing it!
That music is super catchy!
I enjoyed the pace of the game. It is quickly fun and challenging. The boss fight at the end was a great surprise (is this SkiFree again!?), as well as the second level. I wish there was a checkpoint between the two. The boss fights are really harsh, and I lose quickly against them unless I'm being really agressive and lucky.
The sense of progress is well managed! I like that you can only see part of the level around you when you're small, even though it makes the very beginning kinda confusing to read.
Congrats for making this game!
This was shorter than I expected.^^ I like the idea, it reminds me of There is no Game. However, I have the feeling that it stops just when it's about to begin. :P This kind of meta narration works better when there are several iterations, and the game could actually go way crazier.^^ But this is a jam, so, yeah deadline have to be met. It's still a surprising short experience!
This is a pretty solid puzzle! :) Not only is the level-design concise and smart, the mechanics are also rich and provides some neat surprises. It's never really hard, but always pleasant to solve. I also liked the art on the main character, and its tiny and bug variations. This is a really well done entry!
Phew, this took me an entire hour to beat!^^' Which means that I must have been really hooked. BUT! I have some notes. :p
The first level I played was I think a tutorial one? You start just in front of it, there's only a series of jump to perform. But then I picked up Basement Dweller. Boy what a mistake! This took me so much time, and it was tedious all the way. This level is too long, too complex, the solution requires some convoluted moves, you don't know where you're going until very late, and it is so easy to soft-lock yourself... This level is a nightmare! I stuck with it mostly because after so much struggle I wanted to see its end. Finishing it was more a relief than a real sense of acomplishment.
After so much time spent on one single level, I intended to close it immediately. But I was a bit curious: are all the levels that long and difficult? So I just took a look at one other level... And this was a good decision! I beat not only this one, but every others! Turns out all the levels except Basement Dweller are compact, clever, and really fun to solve! The mechanics is really well used, and the level-design greatly show its richness, achieving both to surprise and lead in the right direction. This is a really great puzzle game after all!
There are still room for improvement. The controls don't feel very intuitive, and you often have to fight against them. Some moves don't feel nice, like vertical pushing or pulling, or pushing against a block when it is close to a wall, which requires you to make a bizarre diagonal to make it work. Also the hub world is an interesting concept, but it doesn't really work as a tutorial. My first moments were spent wandering around not really understanding how the mechanics work and what were those "portals" the UI was talking about. As for Basement Dweller... My advice would be to position it clearly at the end of the game, and even to divide it into several smaller levels!^^'
Anyway, congratulation for making this game! I have mixed feelings after my experience, but despite getting stuck for almost an hour right at the start, I must admit that the game's got me engaged in its puzzles, and I ended up really appreciating its mechanics.
It is quite satisfying to see our swarm of ants grow and follow around.! However they are not really good at pathfinding. The toughest obstacle weren't the enemies (although even with a lot of soldier they manage to kill quite a lot of ants), but tights gaps or bridge that certainly made me lose a lot of ants behind. I'm glad the dev option to spawn ant is still here.^^But even with that, I couldn't reach the end, as even with the biggest colony possible only less than 100 ants were able to follow me back home. Still, you did a good job to manage to display so many ants on screen and make them behave like a realistic ants group!
Really interesting concept! Once you get the gist of it, flying through asteroids feel quite empowering.
The game can also be a bit infuriating though. My biggest grief might be the inventory management part: too many times, after resetting my ship, I realized that I forgot to take some fruits and thus I did some stunts for nothing. Managing to reach a planet is hard enough, having to take notice of items and dealing with a time pressure on top of that didn't feel that pleasant to me.
But trying to fly around and land on a planet was fun! True, I didn't have a precise control on where I was going. Often the orbit was too tight to really aim precisely (the timing can be quite short, even in slow motion), so I was satisfied when a succession of happy accidents lead me to a planet.^^ The UX is really well thought on that regards. Not only seeing the future trajectory of the ship is helpful, but also the hypothetical ones gives a lot of controls to the player. The game successfully makes you feel like an aerospace engineer trying to compute optimal orbits, and this is a neat achievement. Well done!
That is absolutely silly, I love it! The very first level is a bit tedious to beat. But after that the game went in a completely different direction than what I was expecting, and it never stop to be funny. Each level comes with an unexpected surprise, even the janky physics plays a role in the game's charm. This entry just put a big smile on my face. Well done!
That is absolutely silly, I love it! The very first level is a bit tedious to beat. But after that the game went in a completely different direction than what I was expecting, and it never stop to be funny. Each level comes with an unexpected surprise, even the janky physics plays a role in the game's charm. This entry just put a big smile on my face. Well done!
Nice and beautiful experience! It reminded me of Spore's cell phase. Really good job on the aesthetic. The mood is really present, with the particules effect and the large blurry creatures giving a great sense of depth.
Loosing is a bit too punitive though. I died pretty far in the game, and given the slow pace I didn't have the courage to start it all over again.
But it was still a neat experience. Kudos for making it!
Pretty satisfying puzzle once you learn the rules! I got confused by the UI at first, I didn't understand why zooming or dezooming didn't have an effect on the house I was holding, and so I wrongfully assumed that their height was fixed. It is also possible to soft-lock once you have placed too many houses and don't have any space left.^^' But I was more cautious at my second attempt, and the experience was a nice memory test and space management challenge!
That's some great adaptive music! It's very satisfying to hear the song progression. Am I wrong to think there was supposed to be one last instrument at the end?^^
The game physics are not easy to tackle. Especially at the beginning, I had a hard time finishing the tutorial (the very first double jump gave me some difficulties). But once you obtain several bards, it makes more sense and the game is less demanding. Apart from some specific sections on the last level that I had troubles getting past, the game is very enjoyable. Congrats for making this neat entry!
I'm not good at minesweeper, but I'm very bad at this!^^' The concept is interesting, but maybe I need more clues, or easier level, because I couldn't really find a viable strategy. At least I appreciate that the game use colored animals rather than abstract colored dots. But yeah, wish I was better at this kind of game to judge it properly.
A powerful concept, with a really clean presentation! I was really surprised by the style of the game. I've already seen games playing with the windows, but I didn't know that you could actually do decent elastic effects!
I also enjoyed the minimalist approach to rhythm game. It makes the game precise, but easy to read. Although I did notice that it was slightly out of sync, at least on my device. I had to play off-beat, one eighth note in advance. Which, once I got that, was kinda playable.
Another side note: I enjoyed the game visual identity, but found these meme kinda out of place. :p I guess there wasn't much time left for those screen.
Congratulation for making a game with such a strong identity and concept!
This is really lovely! The game combines simple but creative ideas to offer a really satisfying and relaxing experience. I enjoyed the cute art and music. I wish the layer of the pieces could be fixed (rather than having to click on every others to put one into the background), but it's only a small inconvenient. Overall the game plays smoothly, and offer just the right amount of fun. Nice work on the matching computing by the way, it seems to be not too strict, which makes the game pretty tolerant and never frustrating.
Seeing the activity in the village is pretty relaxing! I'm not sure to understand fully how the progression works, but by adding random stuff I eventually reached the end of the game. I wish there was a bit more variety in the decorations (I mostly added flowers everywhere to level-up), but I guess this had to fit it into the jam.^^' It might not have brand new mechanics, but it is still a chill and cozy game!
Very interesting concept! I like the way it is presented. The game has this kind of uncanny vibe that creates a perfect mood. Good work on the visual effects by the way, as well as the sound design!
However, I quickly got stuck around level 3 or 4 and couldn't figure out how to properly use that mechanics. Maybe it was already too complex to soon. The only method I had was tilting random bunch of levels until I get a path, which is obviously pretty limited.^^'
Still, it's a unique concept, that creates some unexpected situations! Congrats for making it into a functional game!
By the way, I wish the game could be played full-screen on browser.^^ Not only is the character pretty small on the screen, but also more than often I would click accidentally outside of the game frame.
Nice work on the aesthetics and music! :D It works well, and it feels pretty satisfying to manipulate the music.
The game itself is nice. The platform physics is good to control (which isn't that easy to achieve), and the mechanics is used in some interesting ways. Not sure if the "Play" button was really necessary, I found most of the time that switching between backward and forward was enough. Globally the game is pretty easy, and consist a lot on waiting the platforms. But it's better than the other way, and as I said it's still feel good to play.
Some nitpicking I could make: switching from the keyboard to the mouse between each level isn't great, I'd rather press a key to go to the next level rather than grab my mouse to click on something. And also, no Azerty support? :P (just so you know, there's a way in unity to bind an action to a keyboard key position rather than its letter, but it's not seriously a big deal ^^)
Anyway congratulation for finishing this game. :D You even had the time to make a tutorial and a menu, which is not a small feat.