Thanks so much! Good spot as well, that's definitely something we want to fix so the To Do list feels more responsive
Mangoman
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Could I have beaten it faster if I didn't get distracted, max everything (and not realise you could scroll to more pinatas)?
Yes. Yes I could have. But I don't care.
What an incredible submission. The style, the polish, the hilarious visual and audio design, and even how stable everything was even near the end... No wonder everyone in the team is so well regarded. An absolute pleasure.

Thanks Arowyn for the recommendation - such a hidden gem! I really hope more people find this one.
Started so simple, and got so difficult aha. Great loop, and super charming.
The only thing I wish there was (unless I missed it) was the option to stay on the zoomed out view. Even if the other parts didn't move until after I finished, I sometimes found myself forgetting some details from all the other levels. (But that's really just a cope for struggling xD)
I'm going to have to come back to this one, I made the leaderboard on my second run, but there's so much room for improvement..
As always, fantastic entry. Beautifully clean idea exectuted to near perfection. I see there's the odd shop bug in the comments, but I wouldn't have noticed honestly - great stuff!
Wow I've only managed to get in the 800's so far myself!
Definitely! We had a number of ideas we had to cut, including scoring systems, but we had really wanted to have some more interactions with the town. One idea was to have rumours/ anonymous tips that you had to discern whether they might be accurate or not!
This does something that not many puzzle games do well - requiring timing and skill to complete (I think that's a big part of Portal's success). Usually it ends up a bit frustrating, or the puzzle aspect is lost. But here, the balance is amazing. The concept is introduced perfectly with unobstrusive popups at the right time, and the difficulty is tough but fair. Pretty, thematic, juicy. All round fab submission
Man. I thought it felt too difficult.. but maybe you made the enemies ebb and flow in numbers because I kept having close calls but never quite getting fully overwhelmed. Impressive balancing if so.
I'm not sure if I stopped prematurely, but I got crazy big (even fish looked tiny) and I didn't seem to continue to grow for quite a while, but I hope I didn't miss anything at the end. There was a surprising amount of content though!
As a jam game I've got nothing to say honestly. If you continue developing, I wonder if the bullets could've been made to look more distinct from cheese, since once the bullets got bigger sometimes I found it hard to spot the cheese from all the bullet chaos. I also felt like too many enemies moved in a "predictive" pattern, or perhaps they shouldn't push you around so much?
A great game to have found just before the end of the jam. Pretty, juicy, thematic... all round top marks! Thank you for making it
Really nice iteration of the proven formula, I found this surprisingly long as well for a jam game. Responsive movement and nicely balanced so it wasn't too hard. I got two of the Necropolis, but didn't have time for more unfortunately. Some more juice, and perhaps a bit of variety to the gameplay, like combo moments or powerups etc would be nice additions, great submission!
Clever, satisfying, and really fluid mechanics. Not much more to say really! I think the snail's actions could be telegraphed a bit more, and I was confused why the snail after a while had to return to the original position - is that so we can't get stuck? It took a while so I'd just reset the level by going outside and then back in if needed. With a bit of juice, this is basically already a full game aha. Awesome job!
Thank you for playing! I'm sorry, I didn't have time for a number of features I wanted to add like levels with lower difficulty, which included different keyboards..
Yes, so by "stall" I just mean when a car is stationary for any reason. If they're held up by the stop mark, or by a car in front doesn't matter. I wanted to add some visual/ audio feedback for this (like the cars tooting in annoyance or something) but didn't manage it in time. Hopefully the fire system is visual enough that you can realise you are close to losing when all the cars start slowing down again and the fire colours fade away. Thank you for the feedback!
Really cool premise that has huge potential. I'm amazed you managed to pull it off though within 4 days, that's so cool. Difficulty is definitely up there, and the building wasn't wholly robust, but after a little time getting used to it I kind of forgot this was just a jam game.
P.S That jank physics was awesome :D
Wow what a brilliant idea. Puzzle games always have a hurdle - they need to be confusing and challenging to give a rewarding gameplay loop, but not feel like bashing your head against a wall, or require lots of explaining. This does not fall over that hurdle at all. Easy to understand, but seriously hard as it went on.
The first try of each puzzle felt impossible though, as only by playing through the level did the puzzle become clear by seeing what blocks go green, and having the camera zoom out. I wonder if we could have the camera zoomed out to start, and those blocks could be numbered or something to let us know ahead of time? Nonetheless, that was a real joy, and felt super rewarding to complete a stage.
Really cool idea! Fun tone to go with it and juicy design throughout. Took me a little bit to get used to, and even then I found it quite difficult, but really rewarding when it goes well. I particularly liked being able to use each shot before the previous one was finished, added an extra layer of tactics to it all
My best is 77! Love the character throughout the game. Music, art, gameplay all felt great. I really liked the camera shift at the end of the day, and the switching between views. Perfect length for a game jam, but also left me wanting to do more rounds (so I did, but somehow got worse as I went... don't mind me...)
Beautifully made game. I love the music, the sfx and the idea. The puzzles were well designed, and I really liked how the sections looped back on each other as it really added to the immersion and story element. It's cool that this could have fit the previous GMTK jam "out of control" too!
Only thing I felt was the difficulty later on. But that's not because I felt it was too difficult, so much as the control felt a bit too much like multitasking. I'm not sure what the solution would be, perhaps assigning hotkeys to each block somehow? But that's just if you're wanting to continue working on it - great submission as is.
5 perfect scales is my best so far! Scaling scales for scales. Scales.
Jokes aside, gameplay was clear, got me quickly engaged and difficult enough to require focus without being frustrating. Great juice, visuals and charm... not much else to say really! If continuing development perhaps it could become more involved by having ways to extend our timer, but here it feels great.







