Really nice game. Nice visuals and UI too. I got to the ending. Must've been a lot of work to sync up the the beats with the music. The difficulty curve was interesting because I found the music part super hard, rarely getting above 50% accuracy. But even then never had issues having enough money for hiring, without paying attention to their different fees. And I was able to get to the end skipping songs (that I later went back to). Maybe it's fine for that part of the game to be easy though because I wouldn't want to have to replay old songs.
lofijank
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Really fun game! I played until I pretty much maxed out (when the cost scaling got insane). It could use some balance tweaks. The bombs never became useful because the stacks wouldn't get high enough. The punchers were too weak. Or maybe an additional building on top of the punchers for launching the seeds. I wanted to get higher stacks to make use of the bombers but the collectors were too fast compared to the punchers. I also think it would've been nice if the cost scaling didn't soft-lock you.
I think it would add to the satisfaction factor if the whole game fit in one screen, so you could see it all happening at once. Maybe by making the buildings build upwards into multiple stories, to take up less horizontal space? Just an idea.
These are all nitpicks because it was a fun experience that held my attention. Nice sound and art too.
Cool idea. I'd love it if you could play my game. https://lofijank.itch.io/alchemists-hand
The game is very short and is intended for multiple replays to get the good ending. Unfortunately the restart hotkey is broken so you'll have to refresh the game to restart it.
My favorite game I've played so far in the jam. Super creative concept for a puzzle platformer that fits with the theme perfectly. It's hard to come up with a novel way to move in a platformer so I respect it. Would be really interesting to see what more variations on this concept. For instance I'd like to see a version of this that is more based on tricky movements with momentum rather than just slow puzzle solving. That could get really janky though so I think you made the right call to stick with slower puzzles for this jam.