Loved the idea, loved the execution! <3
Jamie Birch
Creator of
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You're absolutely right! I came to the same conclusion after my first game jam - balancing showcase vs. smooth progression is really hard in a puzzle game. Since then, I’ve started intentionally keeping the difficulty more approachable. For jam entries, I want most players to be able to finish in one sitting, even if it means holding back a bit on the depth.
You did a great job capturing a compelling mechanic, and with a bit more breathing room post-jam, I can totally see it shining even brighter.
Actually, that is a very good puzzle design question.
Before I dive in - just a heads up that I’m not the sharpest when it comes to spatial awareness 😅 So take this with a grain of salt! That said, I found the game genuinely compelling, but the thing that tripped me up was how quickly the number of variables to consider started stacking up.
On Day 2, I was already getting overwhelmed by all the possible interactions. The combinatorics escalate fast! For me personally, the learning curve might have been easier if early levels had some constraints - for example, unmovable stones or stones that rotate in only one direction. (The second still adds complexity, but it’s more intuitively predictable.)
Also, a clearer sense of difficulty progression might help - something like: Day 1 puzzle requires 1 rotation, Day 2 needs 2, and so on. Just a soft, guiding metric to help players calibrate expectations.
Another thing I noticed: because of how the core mechanic works, the solution path is often pretty counterintuitive.You sometimes need to rotate symbols away from the target to get them to the right spot later. It’s a really interesting twist - and definitely something to lean into - but worth factoring in when puzzle designing.
Anyway - just my two cents. It’s a beautifully made game, and I’m really glad I played it!
The art in this one is absolutely beautiful - soft, evocative, and mystical in just the right way.
Mechanically, I wasn’t always sure why certain stars could connect and others couldn’t - maybe I missed something, or maybe that ambiguity was intentional. Either way, it kind of worked thematically: the idea of groping through the unknown, guided more by instinct than logic, felt fitting for a ritual.
The writing is mysterious and poetic, and the audio design really enhances the atmosphere. Overall, a very dreamy and immersive experience.
This game is so clever, but I have to admit - it really stumped me! I didn’t get very far, but I can absolutely see how satisfying it would be once it clicks. The rotating stone mechanic is elegant and challenging, and I loved the atmosphere, especially the sliding stone sounds and the cryptic tone of the monologues. There's definitely a sense of mystery pulling you forward.
I saw this on stream and immediately knew I had to play it. It’s hands down one of the coolest interpretations of the “Loop” theme I’ve seen.
The blend of music composition, platforming, and level-building is so smooth and satisfying. The whole thing just clicks, and it’s an absolute joy to play. Loved it!
I love narrative games, and this one has such a rich and imaginative vibe - gossiping in a fantasy world full of quirky, memorable characters? Yes, please. The Wyrmhandler totally stole my heart.
That said, I did struggle a bit with understanding what I was supposed to do in the first conversation. It wasn’t clear whether there were "right" or "wrong" answers, and at one point I wasn’t sure if the issue was on me or a bug (which, again - 4 days is 4 days. Totally understandable!).
There were also a few small polish things (like an open quotation mark that never closed), but that’s just nitpicking. My bigger suggestion would be to clarify the game’s goal and provide more feedback about how the player's choices affect things. I’d also recommend a more dyslexia-friendly font to improve readability.
Still, the core mechanic is really cool, and I’m curious just how branching the dialogue can get. I had fun, and this is something really special. Great job!
Thanks for playing! The difficulty was kept intentionally approachable - this was a jam game, and I wanted most players to be able to finish it in one sitting. That said, a faster simulation was definitely on the backlog… but 4 days is 4 days 😅. It’s something I’d still like to add post-jam.
As for the popularity - honestly, I’m just as surprised as you are. I didn’t promote it in any way, so the warm response from the community has been incredibly unexpected (and appreciated).
Re: your coding game - I’ll admit that as a former commercial programmer, that sounds like PTSD bait 😅 But if you’re looking for honest playtesting and are willing to return the favor, I’d be glad to collaborate.
No worries at all - I didn’t take it as mean! Just wanted to explain that the paint colors and the flip command are actually different tools. Flip depends on what’s already there, while paint sets a specific state. They might feel similar early on, but later puzzles rely on the difference.
For example, if the item is already white and you use a "Paint White" card, it stays the same. But if you use "Flip," it turns black - and that difference can make or break a solution. And as commands are performed in a loop, you need to chose strategically.
Thanks again for the kind words - really glad you liked it!