Thank you Sam! All I wanted this time was to make something fun and that was fun to make. Real happy with how it turned out and happy players like you are enjoying it too 😊
Lanyard
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I wasn't interested in you anyways Sofia! 💔
I like the dialogue, how it felt like playful banter and not leaning too hard into matching the right answer for right interest, but instead just trying to guess at a larger personality based on the context clues. RPG romances could take a note from you there.
Always nice to see new takes on old classics. I liked the low key vibe and how the colors shifted in hue as you played. It gave my mind a lot to chew on as I played the first time around, figuring out what did what. I don't know if it's totally random, but the number of starting pin blocks felt very low to me compared to the number of blocks that featured "crossings" if that makes sense, leaving me with too many loose ends to manage. I also was unable to find a use for board rotation as I could already rotate my blocks, but maybe I just didn't think of something there.
My second go, I took a look at the combos beforehand. Oval is so powerful that that is all I did from then on, ignoring the entire rest of the game to focus on making ovals while the rest of the blocks sat in whatever pile they formed on the side of my oval project. I decided to hit 10k points with this strategy just to make a point, but I think I could have kept it going indefinitely. Maybe needs a nerf :)
I liked the ambience here the best, sort of a tech wizard fantasy cyberpunk vibe. Pretty cool. As others alluded, it felt like like an appetizer without the main course . I was expecting to line up some shots through moving windows which had their own light chain circuits or something, but then it was over. Better too short than too long though, if you ask me. :)
In a game chock full of hilarious dialogue, this was the moment that for whatever reason finally made me lose it and start cackling over here.

Besides the best writing in the Jam I've seen yet, I've never come across the games you borrowed these mechanics from so it was totally fresh to me. Very interesting. An electric eel to connect circuits, seems obvious but I've never seen such a thing before. I appreciated the late gameplay twist too after wondering about the score early on. Difficulty felt good in terms of the puzzling, and there was a nice flavoring of skill in there with sneaking up on the fish.
My main critique, if you're interested, would be that the respawning fish coming in from the screen edge combined with mandatory circuit routes that take you so close to the screen edge combined with the limited health led to some frustration where I knew what I had to do but kept failing the level because of aquatic sneak attacks. Couple ways you could address that, but ultimately this was minor and did not mar my experience which was just stellar. Loads of fun and I'll always remember that time I walked to the right.
Hey Satinel! Thanks for the in-depth comment about your experience playing my game, I appreciate it. Maybe hard to imagine now, but I originally had the Ball implemented like Pinball, where it would bounce off the West, East, and North walls but not the bottom. The idea was the player would have to try and use the Snake to keep the ball in the arena and doing damage. But as the bullet hell element took more solid form, it became clear that this was simply too much to handle, and the Ball took on its more enjoyable and present form.
Highly respectable score! I actually went and checked my backend, your scores posted fine, but something must have gone wrong getting the data back to your screen. If you don't me asking, can you share what internet browser you're playing on? Windows or Mac? Are you using a VPN? Mobile Hotspot? I doubt I can track it down, but I'm just curious for my own understanding.

Our two games definitely have a conceptual common ancestor! I liked the slick sense of style, the effortless flow of movement and the catchy music here - zipping around hijacking color matches with wanton abandon was a good time! I couldn't keep track of all the keybinds in the chaos, maybe there's a way to simplify consumable deployment? I had fun playing and now wonder if Train Conductor Space Piracy could be in my career future 🤔You'll have to let me know what you think of my own take on Snake 🐍
Nice deduction experience! Reminded me of Return of the Obra Dinn. My suggestion would be to allow more UI elements to be freely linked up, not just in the solution panel. For example, when I puzzled out the Doctor must have a certain last name, I wanted to be able to put the profession and the last name side by side in the left panel, but couldn't. The area just below the character portraits possible could be an area where the labels could be freely arranged by the user as they puzzle things out. Nice experience overall, made me miss the rain on these hot summer days. :)
Kind of a sister game to my own bullet hell space game! Gotta love an astrobovine protagonist. My little tip would be this: I think there's an issue in your color palette where the red enemy bullets don't contrast to stand out enough against the warm-colored stars in the background, making it hard to see where to duck and weave. I do like how generous you are with the extra formation drones, making it no big deal as they come and go by the second. I had fun!
Flying around is fun and the art style of the plane and skybox put together is charming. Multiplayer is impressive too. A couple criticisms incoming now: I think the Sound Design drags the experience down a bit, the noticeable break in the loop of the engine .wav becomes grating rather quickly in my opinion, and the lack of music or ambience makes the environment feel kind of flat. I personally found it difficult to drop packages without being able to look down, maybe G could shift the camera down first and a second tap drops the item? Or packages drop automatically when over the target? Just some ideas. Nice entry overall :)
Haha, I just knew someone would try it.
As for Companion, it is the longest lasting power-up in the game by a considerable margin, in order to give the player a chance to grow their circle of friends. It's lonely out in space! I hear what you're saying though, it's good feedback to consider further. Thank you for your glowing assessment and thanks for playing!
I didn't get it the first time and ran my company into the ground. Second go went much better, I cornered the triangle market because that just seemed appropriate. Safe to say I got my Golden Parachute. Some things I found a little confusing, like, seeing how many factories I held of which good at a given time, which trends were heading which direction when, and understanding the wait to sell goods and where exactly that fell in the timeline of other business concerns. There was a lot of interesting strategy here, I think the UI just needs a little polish to figure out how to pass the necessary information to the player. Also didn't help it was half in Spanish too. I guess that's how it goes for these global multinationals though, now isn't it?
How great if more puzzle games were like this, if you need a minute to think - just start blasting. My two ideas here I'd like to share would be 1) mapping the map pan to a right mouse button hold so the player doesn't need to bother with their keyboard. The second is more work, but I think some Classes could be good here. Button pressers could be reskinned as engineers, then there could be soldiers who handle combat and shooting, and maybe a medic who helps mend any wounds. Also gives an opportunity to add some story and character. Puzzle tactics might work as a genre, who knew? Felt innovative.
Where would you have liked more information regarding the controls and mechanics specifically? In a nutshell, there's only two controls: Turn Left or Turn Right, that'd be the Left and Right Mouse buttons for most players I reckon, but arrow keys or A & D work just as well. There's some progression information in the UI at the top regarding how much food you've eaten and how many powerups you've grabbed and when the next Warp is, but it doesn't really need to be paid attention to. Just keep eating food and dodging trouble; The Story of Life :)
I tried a new Leaderboard implementation this time around as my old standard went Paid Subscription only. The backend is just a Google Sheet with a tiny little Web App hooked onto it. Unity reads and writes to that url via a standard UnityWebRequest. It took one afternoon, excluding all the juice and fluff I later piled on top of course. Recommended!
As for how the powerups work, each one has custom "Ammo", might be bullets, might be seconds. If you grab another copy of one you already have, it adds to ammo remaining. If you grab a different powerup, it's totally separate than any you already had. Some do last longer than others - but also some are more potent than others (🧲👑).
Two to Four Powerups at the same time with an occasional drought seemed about right to me without trivializing the experience, so that's typical but not a rule. I kind of wanted the game to bounce between Bullet Hell and Bullet Heaven, Prey becomes Predator, ala Pac-Man. The Snake also speeds up as the game progresses, so you can actually achieve even more simultaneous powerups the further you get, which is real good because the enemy swarms get nastier over time too.
Thanks for playing! I always look forward to your submissions :)

























