Thanks. We envisioned each block being a little hand drawn icon but we ran out of time. Adding some shaders is easy. Thanks for the idea.
Josep Valls
Creator of
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Thanks for playing. I experimented with some movement similar to old-school point-and-click adventure games. Getting the plane intersection logic working was easy in our case since the current levels are flat (something we are looking to change a little). I need to spend some time generating navigation meshes (nothing moves, so a static mesh will work).
Hello, I am currently working on a jam with another artist but you have a very cool portfolio and I’d be interested in maybe collaborating for a future project. Take a look at my portfolio and if anything looks interesting to you hit me up on discord @josepvalls https://josepvalls.itch.io/
Hey @Gizmo199, you initial screenshots look great. I wanted to let you know that I had an idea a puzzle game around packing shapes that I suspect may be similar to yours. I’m nowhere near being able to share screenshots yet but since you posted this first I will try to differentiate it from yours. Looks like you are theming it around coupons? My idea is for budgeting and investing, definitely no cupons in mine. I just wanted to leave this out in the open as there are many people afraid of their ideas being stolen and likely why there aren’t more people sharing their screenshots :)
Kudos on your work and best of luck!
Pretty cool visuals and interesting twist on the paddle games where you need to make things through. Once I got the controls right it was pretty easy to get an S rating, I may increase the percentage a little more. One thing I noticed, there were some molecules towards the end that were bouncing vertically and would never get anywhere close to bouncing in the center, maybe add a “shake” button to add some randomness? Also, looks like there is a bug where the valve starts in the open state even if you are not pressing the button. After the first press behaves as described.
Thanks! I just checked your works and you have vast experience with haiku writing. We are still trying to balance the mechanics of magnetic poetry with the goal of haiku writing, keeping it fun and engaging but also connected with the introspective narrative of the game. If you have any comments on suggestions these would be greatly appreciated.
I made 50 deliveries, 35 kitties fed, 55 captured before getting the arch cat but nothing happened afterwards. I was still in level 1. Also, I think there is a bug somewhere where robots will snatch food from far away, sometimes jump from off-screen directly to the food. I would recommend adding a cover to the itch.io page. Just use a real screenshot and not a misleading genai image like many other games are doing.
Fun dialog, simple but engaging gameplay, and very cool audio and visuals. I didn’t feel it if there was a ramp up in difficulty in the minigame, it was just that in the stove, there were some patterns where you had to go from left to right that were almost impossible given that you get hit from the sides, I suspect it is randomized because didn’t happen a second time. Other than that great entry!
Thanks for your comment. I would like to acknowledge your points one by one.
- Enforcing traditional haiku metrics is something we had in mind but we decided against in the final game. There are different approaches to writing haikus and some favor flexibility on metrics. Since we have the tech already built I just published a quick update where I use visual feedback to relay the traditional 5-7-5 metric adherence (see the before and after images in this update). I will look into boosting or giving some visual indicator to shared haikus that adhere to the metric (or some of the other popular metrics)
- This is an issue we are aware of but we do not have a good solution. We wanted to be able to give more words than there is space for. We started with the letter-based pagination but that doesn’t suffice and we decided to choose randomly for now. And this is related to the last point. We wanted specific words to be rewards for solving specific puzzles. We still want to revisit that idea but currently solving puzzles just increases the percentage of non-negative words shown. Solving more puzzles makes haiku writing easier by having more words available. This is a mechanic we decided on to convey the mental block idea while still showing a variety of interesting words.
- The puzzle minigame is something that I want to continue working on. I implemented some guardrails to ensure blocks can be placed but we also wanted to introduce some challenge. We want to add more puzzles to ensure the challenge ramps up appropriately. Keep an eye on future updates :)
- See comment above. It’s not directly related just yet. Something we want to continue exploring.
When I saw the game I got very excited expecting something like Zachtornics’ Opus magnum. I played until level 17 and something happened there where I couldn’t progress. I also found the puzzles a little too easy and the only gotcha was when in levels like 16, when you had to plan ahead knowing what pieces will be coming. I bet there could be some other interesting things like the angled pieces to add some puzzle complexity.
Very interesting entry. Choosing a roguelite for a game jam is a commendable challenge. I would had like to have a little more agency earlier on since I was just pressing spin until I was able to choose some upgrades, then it’s nice to be able to choose how much to bet but I didn’t really see any disadvantage of choosing to always bet the maximum. One thing I would like to mention, there is some issue with the audio mixing. The music sounds very muted and the sound effects too loud and clipped. There are so many free sound libraries out there :)















































