Thank you so much, Christina! I will be stealing the NoodleThumb name, it's perfect 😆
lucnoel
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Nice little micro-game! I played it for a couple minutes figuring out which things were clickable (and where - some where hard to get just right) and then managed to make it to my meeting just in time. Having a quick reset combined with the game being on a timer made this for a not too frustrating experience since the next try is never too long away.
I could see this easily being polished with maybe a highlight on the interactable objects and expanded with more randomisation in the objects that are present - although this might require a longer timer that actually allows for reading the list more thoroughly.
What a freakin' cool game! Generating new deduction puzzles each game is a great feat for a jam. I think this might be my favourite game so far for the theme, literal point-and-clicking and "clicking" into figuring out the solution. I'll definitely be coming back to it when I have more time to play a couple rounds!
I know some of the visual choices were made for a time consideration, but I found them kind of charming and reminiscent of those older point-and-click games. Even in a polished version I wouldn't stray too far from this kind of dithered gradients and rustic pixel art look.
I'll be honest, I never understood the whats, wheres, and why of the stacking! But I made it through a couple rooms anyways, and I enjoyed the time I spent moving things around trying to figure it out and (especially) watching the little animals bonking through things and making noises.
I'm really impressed with the scope of what you tried to put together! Since I never really "got" the stacking, I felt like I was playing some kind of whimsical, alchemical magic-rules puzzle which made for a unique experience.
I'm glad I saw Fruitcake's comment about the sound in the menu, because at first I confused that the nice music from the intro didn't continue! Turning the volume up was really necessary to get the full cozy experience.
I really liked the addition of cleaning as a calm, mindful task along with planting, but it took so long I was sometimes unsure if I was done or not. Unfortunately, there was a bug in my playthroughs that caused the view direction to constantly, slowly drift towards the bottom right which made the experience less pleasant than it could've been, but I can see the appeal in a tidier, cuter House Flipper Simulator kind of way.
Spatial puzzles are already a favourite so I was excited for this one. I might've spent the most time so far on your game, puzzling out the levels and would've spent much longer if there were even more! Especially levels that have irregular shapes to fill like tangrams would be fun.
The perfect fit at the end has a high potential for satisfaction with a little more visual flair on the placements and some of that audio ssszzzshhhh(quiet click). I like that you went bold and industrial with the materials even if there wasn't time for fine tuning the glare, and think that some 2-3x chunkier shapes would fit even more with this design.
What a complete clicking experience! I could place this in front of almost any 7-99 year-old and they'd be playing in minutes and busy for hours.
If I have to really nitpick, it would be nice to see an undo (I accidentally deleted pieces a couple times) and the placement animations could be a tiny bit faster to facilitate building - more on pace with the rotation speed.
Content content content! I didn't pay for it but I feel like I got my money's worth, there's a full game lurking in here already.
I liked being in the schedule view the most so it was disappointing that the majority of the clicking around and gameplay didn't happen there! In a finalised version it'd be great to be able to drag around the schedule blocks to fine tune timing. The day replay system is really cool too, it was just too bad that there wasn't a way to go back and immediately adjust the schedule after seeing the results. A few other QoL things like that kept me from smoothly enjoying it fully but all the systems are in place and it feels like there's only going better from here
That was cute! Zero problems just getting going jumping around, very smart to have both the space bar and up key for jumping. I love the little button friends and that they don't hurt you, and the shifting lineart on the player had a lot of charm and would be neat to see more of in later polish.
At the start I was expecting jumping on the button friends to have an immediate effect somewhere in the level (like the floor switches do) but once I caught on that their click effect was to pause it made sense as the first kind of button friend to meet. There's going to be a lot of cool and fun things to do with them that makes me excited to see you keep working on an exploring this idea!
The timing of the final two doors was the trickiest bit, feels like either the door opening is a little too delayed or the button friends could stay paused a little longer.
