Neat! Cute game and definitely a fun concept. I think the procedural generation actually helps it since it's less like a specific puzzle with an answer and more like a roguelike. The style kind of made me think of Hoplite a bit.
kautiontape
Creator of
Recent community posts
I love 2048, so this definitely caught my eye and did not disappoint! You took a famous base, made it fit the theme in a purposeful way, added a modern twist with the powerups, and then put it under a very satisfying layer of polish with the visuals and sound. Absolutely perfect submission for this jam!
You could probably look at making this a more complete game if you built out synergies and weren't afraid to get "wacky" with them, a la Balatro. I got a combo where I was generating double tiles and earning more points the more full it was; I could only imagine if I had something like "merging 3 creates explosions" with that and just clearing up.
Also, just kind of appreciate how it made my brain rewire to know that "big number bad" when I'm organizing. Again, that's the spirit of the theme done well!
THIS is the perfect example of a good game jam game! It takes a concept and applies it well, it's nice and short but has a good reason to replay to win, and feels pretty polished. I didn't want to stop until I beat the boss.
The only thing that had me unsure was the randomness of spawns. I had a map where stone didn't spawn for several rounds and I butchered one of two, so I had over a handful of enemies shooting at me until I could get the bow once. However, I also gathered a ton of berries, so I had a lot of health and time, so I ended up winning on that one. So maybe it's more balanced than I figured.
Art is adorable, it feels like the right kind of stress to beat the timer and good to succeed. Well done!
Oooh, that is satisfying! The audio and visual combo are stellar on this. Feels very polished.
With some balance and optionally some small power-up system you could easily put this as a phone app. Also, maybe an endless mode where new squares pop up where old ones destroy for some Bejeweled style gameplay would be good. Anything to get more of this, it was fantastic!
Thanks so much!
I thought I put enemies far enough away, so sorry for the issues with the bumping. Very glad you enjoyed the story, though, that one was Sunday's polishing round.
Volume control was on my "Nice to have" list that I couldn't get around to implementing in time. Thanks for the feedback, I'll make sure it's in future games.
Stellar game! Gave me the same vibes as Ecco the Dolphin with being so soothing but some stress in getting as far as possible. The art style and music is gorgeous, loved that.
Also, thanks for the Linux version too! I was having trouble getting the harpoon and dash to work after unlocking. I might try it again on Windows to make sure it was just a me issue. :D
Lovely stuff! Definitely would follow what else you guys make.
had to read the description to get it, but glad I did, because it's a really neat concept! It adds a layer to a bullet hell that is more than just dodging, but also getting close. (Or, as I'll call it, dodging with style.) I found the best strat was to get behind the spray of bullets and loop closely as I follow them, but then make sure I wasn't close when time reverted.
Good application of the theme, I like it!
This game was phenomenal. Simple idea, executed perfectly. It really reminded me of Motherload, which I put dozens of hours into as a kid on Miniclip, You all really captured the same vibe: dig down as far as you can, buy upgrades, see if you can get further the next day. Even the ending was a great add, and adds that bit of mystery and accomplishment of how it feels to get really deep that you've unlocked a crazy mystery.
Agreed that tuning is not flawless, but honestly, I loved that for the game jam. I failed a couple times (which is still hilarious and fun) until I cheesed it with ladders and TNT and got to the ending. I think if you all embraced that idea and made a game where buying TNT and Ladders was just the logical next step in progression, added in more layers and story, and fleshed it out more you'd have a fully featured game I'd pay money for.
Also, love the dog addition. It's just the kind of fun you should be adding in a jam. You all rock, great work!
Yeah, trying to get the concept clear was the biggest struggle for me. I wrote the game and still found myself getting in a flow and trying to stab enemies to death. Making that concept clear initially without spoiling the story is tough to put into a few minutes-long game.
Vamp Dagger was probably my favorite. Overflow kills are so satisfying and you get to zip around the map after using it. FOUNTAIN is also an amusing strategy.
Thanks for playing! :D
Really appreciate the kind words! I was actually inspired on the theme thinking about things like the Pokemon Black Version and Ben Drowned. The idea of turning the genre a bit upside down was fun to try.
Your game is awesome, by the way. Was going to play it before this comment and ended up just playing it until I had to leave for lunch. xD
Had a good time with this! (Was a little confused at first, didn't realize I had to hit F, but I went back to controls and realized I was missing something)
I think the ambiance is great and I could really see a great spooky game where you are trying to solve a puzzle while working around your tether, but worrying about running out right before something dangerous shows up and you have to run.
Fun stuff! It feels familiar enough to mechanics I've seen in a few other games, but a solid execution and fantastic vibe. Nice use of music and ambiance to make it clear what time you're in. Getting sticky on the walls is probably the hardest part for me, but I'm also not usually a puzzle platformer person.
This was a blast! Really cool concept and good example of how to make a puzzle game with a simple idea but lots of variability.
I do wish there was better coyote time for levels 22+ since the character drops fast standing on a rock. And/or a little meter or something that shows me the time until the number ticks so I could better gauge my jumps. I'll probably come back later and try to finish it.
You should be proud of your work, this is awesome.
Nice game! I could legitimately see this getting expanded to a full psuedo-idle game with more ship types around trying to balance producing resources versus extending time. Ship expedition was a good touch. (Agreed with another comment; visuals are tough on laptop screen, I had to squint quite a bit)
