Somehow I started processing that myself weeks ago… but I needed to read it from someone else. So much. <3 To war! Let’s make games!
Laywelin
Creator of
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Heyoooo it’s me again! I said I’d test your game if you did a webgl export and you did, so here I am <3
Interesting idea to have to build a path that might break, I guess the final idea was maybe to have to sort them? I’d say two very small things would be improvements: having successful delivery giving back a bit of time on the timer (right now whatever the player do, it’s a 60sec session) and a way to see which direction you’re placing when you’re hovering an already-existing tile!
Good job for a Raylib game!
I barely could complete the second level: controls are too slippery, character’s hitbox is too large so it’s doesn’t give me enough control and punishes me too hard for walking over (or near) spikes. The jump’s sound made me turn off sound completely, but maybe it’s related to the frustration surrounding it!
It’s too bad because I’d love to engage more with the story you’re trying to tell, but I felt the game was strongly fighting against it :(
First thought: “oh? A smash bros melee’s stage? The crea-hand?”
Fun entry, I wish there was music/sound design implemented and health bars! Also maybe separating the hand’s hitbox that deals damage to the character from the one receiving damage FROM the player, to avoid the player getting damaged to easily while trying to get a quick hit. Well done anyway :D
Did I just play Serious Sam in my browser right now?
Very fun entry love the sound design <3 (But R to restart in a FPS weapon-based game… I don’t know about that ahah)
Level design is where it gets messy: it’s too bad that you need to go so far to get a rocket boost, then backtrack in a completely empty space to finally move over the gap, AND you don’t have that many ammos so if you’re just playing a bit with it you might get stuck and have to restart.
I think it could be elevated by:
- after picking up the glove, spawning a new wave of enemies in the previous room
- If you fail the jump, respawning you in front of the gap (with rocket ammos if you unlocked it already)
Loved your entry nonetheless, left me with the feeling of “oh I want more of it!” <3
Oh a touching one. It’s simple as a jam game should be, and deep as an indie game should be. Well done, got hooked. Glad it ends on a positive “go touch some grass” note even though the puppeteer might still awaits in some dark places for the character!
Excellent job and probably my first 5/5 note after about 30 games reviewed <3
I really like the concept, that’s a fun twist to add in a 2d platformer for once and the rythm is very nice! Music is consistent with the idea of going fast <3 I really really liked it. The hand animations are cool, wall-jump is well implemented, the hand is pressuring you just enough so you feel close to being caught every single moment.
Few feedback from a platformer lover, just to be clear it’s just opinions and you should feel free to completely disregard them! It’s not to judge your work!!!
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The movements are sliding a bit too much. Adding a counter-force when the input is released would immensely help
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You fall very fast, which makes wall-jumps sections very difficult. Every section that would otherwise be fun, I decided to use the hand ^.^”
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I don’t know what you used for inputs, but it would be awesome on controller and potentially very cheap to implement with “new” unity input system! It’s too bad that I need the mouse when otherwise everything would work with just keyboard
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It’s difficult to see where you’re supposed to go next. That one is always a problem in 2d platformers especially when it’s fast-paced. The camera slighting adjusting (Cinemachine helps a ton for that), colorful items in the background to lead the way… tiny adjustments could help your level design, that is otherwise very cool <3
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The background color is close to the foreground colors, making it difficult at first to differentiate the elements. A bit darker would help!
Again I took the time to write that because I thoroughly enjoyed your entry, so I hope you won’t take that in a bad way 🙇♂️🙇♂️ Keep up the good work 💌

Commenting here too, I have strong hate/love relationship with your game that made me wanna check out all of your other games too. It’s not a perfect limitation usage, but you’re the most time spent and fun I had playing an entry in the last 3 jams I did. Totally my kind of game, felt like the controls were just enough slippery to make it difficult but precise enough that all levels are great. That last star, though…
Excellent level design!!
I’m conflicted. You did a clicker that is innovative enough in its gameplay and approach to feel fresh, is fun, is interesting and addictive, and doesn’t fall into the “fully idle” trap… the gameplay is really excellent.
On the other end, you’ve produced a clicker (that is already about numbers going up, over-the-top capitalism and exploitation) with a consistent narration. That is being mainly pulled off by good game design and mechanics rather than pure production value. And yet you went with generative AI for your capsule, banner and some artistic assets? I can’t just ignore the irony of that decision ^.^”
Never thought I’d read “famous” next to “electrician” ever, thanks for the chuckle ahahah
It’s quite interesting how it looks very handcrafted, but the thing you can see lurking is so creepy and well animated! It gives a very creepy vibe. I removed my headset as I was worried of a potential screamer, which proves I got into it ahah
Well done :)
I love games that forces me to do two things at once, it scratches a part of my brain that makes me wants to try again and again until it just works. Well done it’s fun! I thought on mobile it was more difficult because you can’t have one hand doing left-right while you’re managing the grid, but it works.
Imho the two tiny things that could make it funnier (for me at least) would be 1 - a better feedback on a completed line/set when the board clears up, because it’s a strong win and it should feel super rewarding 2 - not punishing the player for getting too many pieces. Just replacing the last one, because the game teaches you “dodge rock, collect parts” then suddenly collecting parts is negative, which feels like a betrayal.
Very solid entry, wp <333
It’s a cool idea! I think you maybe overshoot a bit on how much content you added (as in, how many constellations for instance which requires level design) :D The grapling hook is quite nice, it’s a good idea. Voxel planets are pretty and going through the first levels was fun, yet there is something missing to make me stick and see more than the 3 first constellations. Music / sound design? Maybe a very low-efficient limited jetpack to cover for an eventual mistake, a tiny adjustment on the grappling pull force, or just things to collect? A kind of speed-run timer just to have a score and share in comments?
Don’t get me wrong, I loved your entry! I just feel it’s very very close to something super fun and I’m trying to find what would make it click for me.
Thanks for your game, had a fun time and I hope to see more from la team patoune <3
I like it, a tiny bit of balancing would be even funnier imho (like if you get a first upgrade earlier, because my first thought reaching the 9th planet was “they gonna owe me a new mouse” ahahah) However it snowball quite fast, which is quite good for a jam game. Well done!
Props to you for the planets art, it’s pretty and definitely was worth the effort you put into it <3
It’s fun, but the music is too loud and it’s too chaotic. Having a lot of stuff on screen is fine, but it would really help to think about how you can make it fair for the player. Waves are too fast, so even if I only focus on that most of it simply cannot be dodged.
Also I don’t think there is a way to get more damage, and the enemy has 5000 hp. Each hit is 5 damage, there is no way I hit the boss 1000 times. Usually it’s a hint there is another way to deal with the boss, or the fight is impossible :)
Cool entry though!
Sure thing! In insight I believe that’s the most difficult (and worst design) so I’m happy to give you a solid hint :D It’s two coordinates that are not matching, left and right. And Dr Galopin think he found a pattern: 50 -> 07, 49 -> 06, 60 -> 17, 95 -> 52
It’s always the same difference between left and right… you just need to do the math <3













