Heh, very cute! I didn't always quite get what to do in the minigame and I had a weird bug on my second try where the fire minigame started a second time. Only got a 4w / 4l. Sorry Nada!
LukasWho
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Cool idea. I think the execution could be a little better -- it's generally a bit wonky and I don't understand why R restarts the entire level and not just the room. Had to give up on level 3 unfortunately because time is running out (how fitting!). With some more QoL-features, this could be a cool game, though!
This was fun, and nice theming! I feel like throwing away the violin was a little too obvious since it was both the largest and the heaviest (and also really felt somewhat illegal), deciding between the boots and the laptop in the third level was a lot more tricky. That's really nitpicky, though, and overall I enjoyed this a lot, well done!
Amazing. I only stumbled on this through the patreon collection, but I very much get the hype. Little nitpicks are that the mouse only reacting on mouse up (I think?) meant I sometimes clicked where I didn't want to because I was already moving to the next spot and that I sort of missed a story resolution in that the three characters were reunited in the end. But otherwise, fantastic entry and well deserved high popularity!
Very cool idea! Didn't really understand the card draw system to be honest, and often ended up with only negative cards in hand, which I understand you need in order to not allow the player to just spam-click cards, but I wonder if there's a better solution? Still, I like where this is going, keep it up!
Lovely artwork as usual! As an avid Numberphile watcher, I knew all of the sequences except for Sophie Germain primes (gotta see if they have a video about that). Digging the cozy vibes overall. Slightly broke the opening cutscene by having an extremely weird 16:10 screen ratio, but apart from that, everything worked well :)
Heh, reminds me of Hamsterball which I loved as a teen (though I was never very good at it). It's kind of hard to understand your position, I feel like drop shadows might help? Spawning inside another marble sending me off into oblivion was funny but also kind of hard to control. Overall, I feel like having a little more control over my movement would have helped, but the game was fun enough anyway :)
Oooh, I haven't had this much fun with a clicker game since my cookie clicker days! I like how many upgrades aren't just strictly better, but instead have unique effects. Having a linear progress bar in an exponential game is much more satisfying than I would have imagined. Story was fun and voice acting was brilliant. Great job overall!
I do like the idea having time, life and money as a shared resource! I didn't quite understand how abilities worked to be honest (only played thief), and I found it a little weird that enemies still hit you on the turn you killed them. At least for my most successful run, my best strategy seemed to be to just ignore the enemies altogether. With some more balancing, I could see myself enjoying this quite a bit, though!
Not exactly the most novel of concepts, but decent execution. Adding the timer element was a nice touch, though I wish it had been relevant a little more, I only ever really had to consider it in the final level. Also wish you had told me about the suicide button earlier. The final puzzle was nice, but at least for me it broke the rule of thumb that once a puzzle is solved, execution should be relatively simple -- maybe adding another checkpoint here would have been nice? Still, overall, a solid little entry, well done!
Thank you so much! Glad you enjoyed it :)
F8 was definitely not meant to be that much of a difficulty spike, but I can see the double red herring being a bit mean in a level that introduces a new mechanic. Might have to add another introduction level to boxes after the jam.
Artistically, this is definitely also quite a departure from what we usually do. I agree that the gameplay section could use a little more love, maybe after the jam is over and we have a little less time pressure :)
Aw, thank you so much! To be perfectly honest, you might have put more thought into the narrative than I have :D We kind of intended a more silly tone, but then I ended up writing a slightly more sincere intro cutscene than intended and liked it too much to replace it. I quite like your idea, though, might be worth to revisit the narrative after the jam.
Interesting concept, but I have to admit that I thought the level design didn't always quite make the best of it (though I didn't play all the levels). Some of the levels made good use of the central mechanic, but for others, it just felt like it was slapped on without really influencing level design too much. I strongly advocate for undo buttons in puzzle games, but I appreciate that undo systems are not always trivial to implement, especially during a jam. Still, all in all, a pretty solid little puzzler.
Mini deckbuilder, sweet! Theming was nice. Mechanics are fun enough that I'm going to forgive the blatant Balatro reference (nothing against your game, I just really do not like Balatro, I'm weird, sorry). I wish there was a way to speed up the animations, but gameplay wise I'm pretty impressed by what you did in the short time, especially since I'm normally very critical of game jam deckbuilders. Nice job!
Heh, having a single resource for time, life and currency is pretty smart, I like it! Got stuck between a bunch of enemies at one point without a way to free myself. Mixing a classic action game with a dating sim is also an funny idea, though I didn't get far enough to be able to tell how well it worked. Overall, pretty strong entry!
Interesting little puzzle game and very unique art style! Did you draw the artwork on paper and scan it in or did you use digital brushes that look like pencils? Game was surprisingly laggy for me sometimes, no idea what kind of calculations had to be done in the background. I liked the story framing, though I often found it hard to read the dialog while I was focused on solving the puzzles.
I tried multiple times, but couldn't make it past the first room. Either the game is balanced a bit on the hard side or I'm missing some sort of system (that toaster countdown thing seems like I don't understand it), in which case I guess the game could use a better tutorial. I like the silly story and the art style!
Excellent writing and quite immersive. Knowing the world didn't end helped me with my choices, though I screwed up at the very end the first time around. Maybe I'll return some time to try and blow up the world instead, but for now, I am happy with a new era of peace (which will definitely last and not be endangered by newly rising sentiments of nationalism a few decades later).
Thank you! Yeah, I have a tendency of making puzzles too hard and we were aware the difficulty was at the upper end of what was "tolerable", so a skip button was pretty high on our to do list.
And yeah, we caught the ending bug less than an hour before the deadline, so we decided it was a feature, not a bug :D still haven't looked into what causes it.
Very cool idea, but unfortunately a little easy to abuse. I just waited until the sand was at ~25 and then just switched between levels as quickly as possible, which usually only took a couple of seconds. Gave up after a while because I didn't feel like the game increased in challenge, but I maybe I just didn't play long enough. I think if there was a bit more of a difficulty curve here, this could turn into a pretty cool game!
Lovely artwork and quite the fascinating idea! I ended up having to wait a lot more than I would like, and I know it would be totally not what the jam is about, but I think I'd enjoy the game more if you could just freely switch -- or even better, a local multiplayer co-op game would be lovely. I ended up falling down in the left room and didn't want to redo all the steps that got me there, so I stopped at that point. Still, I enjoyed this quite a bit overall, strong entry!




















