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LukasWho

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A member registered Jan 16, 2021 · View creator page →

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Hey! There are hints as well as a full walkthrough in the game description that should answer your question. Best, Lukas

Thank you! Yeah, there's only so much you can do in a 4 day jam, but we might return to this idea to turn it into a larger game some day :)

Thanks, glad you liked it!

Thanks a lot!

Thank you! Not sure what you mean by "difficulty doesn't scale", the point requirements do increase after every day. If you mean that the games are uneven in difficulty, I fully agree though, that definitely needs some rebalancing :D

I did use the pipes, but they seem to be one way? Maybe it's just my brain being fried after the week of playing games haha. Will try again later.

Restarting doesn't help unfortunately, also tried on different browsers. Can check later if there's some console output, though it doesn't seem like a crash. Basically my character is shot across the screen once I start talking and after the dialogue ends, the room behind the lobby is visible, but I can't seem to do anything. Would love to help more, but I'm not sure if there's anything else I can do.

Oh, that's an interesting concept! The first double loop level broke my already damaged brain, so I had to stop playing there, but I had fun until then. The gunshot sound seems a little unfitting to the rest of the theming, but the artwork is very nice.

This is an incredibly cool concept, but after a week of jammin' my brain seems to be too fried to get it. Currently stuck in the level with the ball and the fly and don't have any idea what I could possibly do to make it work. I'll probably come back to this one after the jam, though!

This is an interesting concept for a strategy game. I did not understand if battle was deterministic or somehow based on weird physics interactions? Wish I didn't always have to click the tower to start a new loop and generally the game feels a bit slow to control. Seems like the best strategy is to slowly build your army at the start before going to a town, which doesn't seem like the most interesting strategy? Could definitely see this turning into a fun game with a little more work, though, so good job!

Huh, this seems neat, but I gotta be honest, I didn't get it at all :D Took me a while to realize that the display on the left was a knotting machine and even after that, while I did realize that I needed to balance numbers, I didn't really understand how the system worked (I suppose it's something base-4-y, but then there's also this thing with the empty knots and stuff, so maybe it's just math beyond my understanding). I guess this is a discovery game so I wouldn't be too on the nose with tutorials, but I'd still like some better player guidance. Maybe have some more examples of working setups that players can use to derive rules from? Apart from that, this seems interesting, and the cat is very cute!

Cute idea! Definitely a few too many ways to softlock yourself (falling off the edge of the level, I think dying after the win animation was the other one?) so we didn't manage to finish the game, but platforming felt pretty good. Well done!

Firefirefirefirewaterwaterwaterthunderthunderthunderbolt!

I really like the concept, this just needs a little more work to be fun to play:

- First and foremost, the transitions just feel way too long to me. I literally can't do anything for 5 seconds or so and just watch white text appear on a black screen. I'd love to be able to skip that.

- Second, I got softlocked by having the drums available but not using them immediately.

- Dealing with the bureau felt more like busywork than an actual puzzle.

Still, overall, I think this could go somewhere! Having actions influence the future and knowledge influence the past is a cool idea. Well done!

Thank you! Yeah, I can see the newspaper one being a bit divisive, though we intentionally wanted all the games to be mouse-only and this one in particular to be more focused on pattern recognition than on pure speed. But yeah, with 9 mini-games, there's bound to be some that people like more and some that people like less.

Very nice little time waster! Not very good at it, got to 16 stars in the default difficulty, but definitely had a lot of fun. The artwork is nice and the controls feel good, great job!

Wow I needed until the last day of the jam to realize that Web build / mouse isn't broken, but Firefox / mouse is. Extremely polished entry, as expected. I'm terrible at arcade games, but I still had fun crashing into walls over and over and over again :)

Haha, not the first game to use this concept, but the cat framing is genius! I also really like that you went for something more execution-heavy than puzzle-y, which is a nice change of pace.

Thank you!

Very cute framing! Maybe not the most novel concept, but well executed and puzzle design was very solid. Good call on calling the last level, would've probably stopped there otherwise. Overall, a cute little entry, well done!

Nice chill puzzler with a lot of polish and soul, enjoyed this a lot (in spite of not liking sushi at all :D)

Cute idea and some pretty interesting puzzles! Definitely needs some UX work. Couldn't figure out a way to restart a level without opening the menu and having to use my mouse to close textboxes in an otherwise keyboard-only game feels unnecessary.

Might be interesting to take this idea even further by manipulating your spawn point and/or by limiting your ability to restart?

Came for the cacti, stayed for the softlock :D

Seriously, though, this looks kinda funny, but I can't make it past the very opening. I'm stuck after talking to the receptionist. Am I missing something?

This seems like a cool concept, but I think I need a hint. After reading through the hints on the page and here, I understand that the dragon tail leaving a room resets it, but I do not understand how I could possibly keep the doors open? Some help would be really appreciated!

This looks super cool and pretty polished! Gotta be honest, though, I did not understand the systems at all and kept damaging myself. Got stuck very quickly. Not sure if it's just me being stupid, but I think the game could do with a better tutorialization.

I do love me some game of life! As usual, though, I find it very hard to reason about game of life in a way that doesn't rely on trial-and-error, though that might just be my limited understanding of the game. I also feel like figuring out what colors do on such a limited grid with such a big possibility space for the rules might be a bit much to ask of a new player; maybe at least reducing the possibility space a bit by laying some ground rules for the game may help? Still, a pretty cool idea, thanks for sharing!

Haha, no worries, just thought I'd let you know since the Linux build said "untested". Using Ubuntu 24, so probably it's just my crappy hardware then.

Cool concept! Gotta be honest, was very overwhelmed with the systems though, maybe introducing them one after the other might help to ease in new players? I also couldn't really tell if the things I did had a large impact on the playing field, maybe some indication for weaknesses might help with that? I like that the soundtrack was adjusted depending on what combination you chose. Overall, I think this is a really cool idea that could lead a little more guidance for new players.

Cute game! I was not very good at it, only managed to complete 2 laps after several tries, but I enjoyed it nonetheless.

Cute entry! Gotta be honest, I didn't really understand all the systems and opted to just have a loop where all the waiters wandered around all the time. Good enough to get me to the big boss, where I failed miserably, haha. Some may say the puns were a but cheesy but I think you did a gouda job.

Pretty cute, loved Zuma Deluxe as a kid. Level 3 seemed like a pretty big difficulty spike? Both girlfriend and I breezed through the first two levels and then got absolutely destroyed. Wouldn't mind base throwing speed to be a little higher. Overall, we definitely enjoyed our time with this game, though :)

Cute game. Our dancer will definitely suffer from sever back injuries in a couple of years, but until then, keep vibing!

Fun game!

Pretty cool concept. Obviously not a lot there yet, but I quite enjoyed the writing that was there, and ending on earth was a nice touch. I felt like the spacecraft controls could be tightened up a little bit, but I did get used to them after a while.

Pretty neat and a little depressing. Gonna lie down for a bit now.

(Don't worry, I'm fine, mostly intended as a humorous comment)

Nice little snake game. Would have loved some subtitles for the audio and not being able to see myself in the second level was a little annoying, but I like the theming you were going for!

Cute! I'm not sure if I understood all the systems, but I still had a lot of fun puzzling the pieces in. The multi-day story lines were a nice touch.

Solid little puzzler, didn't play it to the end, but got a good idea of how it works and had good fun with it. The two main pieces of feedback I have are

- You should probably get to the point sooner. I think one "fill in the blanks" level would be plenty enough for the game. Its strength lies within the fact that you sometimes don't want to put the obvious piece in. I also think the rules description is a little unclear, didn't realize a "stray connection" only included those that had voltage applied (though it does make sense.

- I think the control scheme really needs some work. I want to be able to drag the pieces directly out of my toolbox and onto the board, not click them once to spawn and then click them again to drag. To me, right-clicking to rotate would have been much more intuitive and maybe adding a bin or something where you can drag pieces to to delete them. Would also be nice to be able to swap two pieces without having to delete one of them.

Apart from that, I quite enjoyed the game and some of the puzzles were very cleverly designed, well done!

Thank you!

I like the idea of building your own obstacle course! To me it seemed like just putting down pairs of carrots was a little overpowered, while the upgrades actually made my life harder, so I think the game needs a bit more balancing. Still a pretty good start and nice artwork, too!