good idea, will add :)
Jan Hohenheim
Creator of
Recent community posts
Hehe, shotgun flying is a great “secret mechanic”. I believe once you get 3 upgrades, you can pretty much fly around at your leisure. Bonus points if you find out where to escape the map to get out of bounds ;)
As for the decals: yep, turns out setting the alpha blend mode on hundreds of objects at the same time is expensive! Learned something new :D
Good point about the explosions. We deliberately made them non-hurting, but that should be signposted better in-game somehow!
Thank you very much for playing the game, and I’m very happy you enjoyed it so much <3
Played through it! Thanks for helping me on Discord with some puzzles :) Great Antichamber vibes. Lovely designed puzzles. Very well paced. Honestly, you could put a little pricetag on the game after the jam and it would be fair, even without polish.
The mechanics of the game are simple, yet the puzzles you came up with are mind-bending. Love the tiny little detail you added when completing the game! Really shows how much care and love went into this game.
My only issue really was that the background music was getting annoying after a while, and I would have appreciated some more SFX. Maybe even some particles when the cubes desintegrate. And a sprint button. But all of these are just nitpicks! The game as it is absolutely stands on its own, without any extra bells and whistles! Great great great job!
Woah, this is fun :D Great movement controls, the speed is just right. And the hex shader is absolutely mesmerizing!
I played it until I built a little chaingun fortress that I hid inside, which seemed to make me unkillable. Maybe there should be collision enabled between towers and the player, though that would also require some way of removing them again, otherwise you can trap yourself.
I like how neatly the towers synergize with each other. After a while, I even knew the icons by heart, so the abstract art-style for them was only an issue at the very beginning. Shooting them and then seeing the chain do its thing is really satisfying. Good call on not making them fully automatic!
Yay, someone using Yarn Spinner in the wild! Awesome :D Really cool vibe. I love the idea of being a chill space robot bartender.
The UI was unfortunately not very reactive to my clicks, so I didn’t exactly know whether I was doing the right things or not. But I very much enjoyed the sections where you have a chat with the customers. Love that slice-of-life style writing :)
Can confirm that the Linux native build plays perfectly well :) Took a moment until I grasped the mechanics, but once I did, I played through the entire game and was entertained the whole time!
Since each level can easily require multiple tries, I would have appreciated an option to skip everything that comes between failing and retrying the level, i.e. disabling most of the death animation, the “try again” menu, and the countdown at the beginning of the level, in favor of just reloading the level on death after, say, 0.5 seconds of the death animation.
I love how the levels all got sequels that introduced new twists to them. IMO, this way of designing them is cooler than 10 completely new levels. I also liked how many levels required thinking outside the box. For example, the last level had me scratching my head for a while until I figured it out, in a good way! Good job designing the puzzles :D
I love the idea of a factory game where you see stuff flying around. Reminds me a bit of those weird sand + piston contraptions you can do in Minecraft to let sand fly around your base :)
It took quite a bit until I understood how to create mana at all. Once I got it, I admit I was still confused about what exactly my machines were doing, but it seemed to work! Successfully got the game to sub-single digit FPS at around 100k mana :D

Got 88! I totally consider the imposing T-posing Zeus a feature, please don’t remove it :D Bowling the skellys was really fun, great lightning effects!
The camera setting that follows the ball is incredibly satisfying, so it’s unfortunate that using it is a strict downgrade, as you could be throwing more balls in that time. Maybe the ball-follow-cam could allow navigating the ball a tiny bit to the left and right? Or make it explode on click? Just something to make it more balanced when you decide to use it :)
Phahahaha, as a native speaker, this is a great way to put our horrible grammar rules to great use :D I believe it would be better if the example sentences didn’t often include the correct article already, e.g. “Der Baum ist gross”, or “Die Lamp leuchtet schön”.
Also, I clearly need a toggle for Swiss German orthography, as our Country is scared of ß :P
Cute idea! The bunnies are great. Making the default click a big slash was a really clever move, makes it feel like you’re cutting something, but also gives clicking a tactical aspect as you want to hit as many flowers as possible with every click.
Unfortunately, the third level never unlocked for me, even after I beat the second level multiple times :/ But I found what I had seen very, very charming :)
I also needed some time to understand that I needed to select lines twice in order to fix them. Not sure what inspecting them (the first action) does, other than change the color.
Unfortunately, I was never able to win the game because I ran out of time while thinking. Would be cool to have a difficulty setting for people like me who are not playing puzzle games often :)
I did like sending my dudes to do stuff though. Was very satisfying sending them around the map to do their thing, and also very satisfying to see big areas finally connected!
At first I didn’t realize that I could jump over the logs that were coming at me, but once I understood that, I was fortunately able to rescue all birds! Hurray!
Also, regarding your comment below, fighting with getrandom on Wasm is not a rookie mistake, but you running into an incredibly hostile bit of API that the ecosystem is currently heavily disputing. So that is not a beginner mistake at all, but a fault of getrandom’s current design :)
Lovely simple puzzle game. There were quite a few rooms where I was like “hold up, this is literally impossible” only to then go “ooOOOOOOOHHH! that’s how it works!” and I also had a few instances of “just one more level, then I’ll stop” only to do level after level. Great entry!
I just wished the optional goals were visible from the get-go :)
Look promising! I played until I hit a road block at level 3, where I didn’t see any way of resetting the level on failure other than reloading the browser tab, which made iteration very unpleasant. Maybe there is a button I could have pressed to reset it and didn’t notice. Still, I see what the game is going for, and what it is going for is good :D
Very cute game! The mechanics are presented in a very clear way, and the rooms are easily readable. The game is also paced well, with every rooms nicely building on the concepts that came before. Also, nice reference to the real ILOVEYOU virus ;)
I also liked that you even managed to add a little Metroidvania mechanic! I was wondering whether the red rails were just buggy colliders, and then absolutely delighted when I found out I could ride them! The last room even has a rail that goes a bit up, so you are shot into the air a bit, which is super fun :D
I appreciate that you made dying forgiving. A worse game would have reset the game or the entire room on death, but you just respawn the player. I love that, failing and trying again was frictionless. The only thing missing was audio!

Lovely challenging game, just my kind of stuff :D The UI took some time to understand, and IMO the parrying window is too late, as it looks like the swords already hit you when parry them. But once you get the hang of it, this is really good for people who are into things like Sekiro.
I made it to the final boss and got him to half life, but he was absolutely brutal and demolished me!

Still had a ton of fun playing this, as I felt I was right in the target audience :D
Thank you so much! This is high praise, considering that I absolutely loved your submission and the one from last jam :D I think the strategy against the big guys is legit, as that forces you to move in a specific way that might be in conflict with how you want to guide the swarm. Though we probably could have made his attacks a bit faster ;)
I pinged the others who designed the gunplay and created the 3D environment, I bet they are happy to hear this!
I like how wiggly the hose is and how spraying water pushes you back juuuuust a bit :D
Unfortunately, the game started lagging too much to play after I extinguished about 75% of the flames. But neat idea! I bet that if the water was physics enabled for a few seconds before despawning and pushed stuff around, this would be really cool!








