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Matt Rix

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A member registered Jan 23, 2014 · View creator page →

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Thanks for the comment, glad you enjoyed it!

Haha yeah the level difficulty titles are slightly misleading... though in my defense, compared to the last two levels (which are frankly brutally hard), the first level really is a lot easier ;)

Hah these are great!

Yeah I'm a big fan of it, but I can't really take credit for it though. I got the idea from Kaizen, which is made by Zach Barth himself (and his new studio Coincidence). It's a really good game, worth checking out if you enjoyed this game! 

Yeah I thought Level 4 was harder than Level 5, but a bunch of people have felt otherwise. It seems to depend a lot on what kind of approaches you end up using to solve them. 

I definitely appreciate the bug reports, I just fixed that one too! 

Ok well the good news is that I fixed this bug! The bad news is that apparently when you upload a Unity WebGL build to Itch, it stores the player data somewhere new every time, so people won't see their saved data anymore... gonna see if I can figure out how to fix this. 

Yeah I was debating whether I should spell out the piece interlocking mechanics at the start... but I ran out of time to add any kind of proper instructions for them, so that made the choice easier haha 


Like you said, the interlocking stuff is really the core of the game. That actually came about because of the "reassembly" theme. There needed to be a way to detach parts from each other, and I didn't want to add some kind of complicated glue/welding mechanic. 

Have you used the arrows on the movement commands to increase their value? I know some people didn't see those so they thought they could only move the arms one cell at a time. 

Heh sorry there isn't an option for that, but if you drag a command onto another command it'll swap places with it, so you can reorder them by dragging the top 5 onto the bottom 5 (or vice versa). 

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ooo that level 5 solution is so clean! I never thought it could be done in 8 steps (I was already surprised to see another solution posted here that was only 9 steps), and I love how you used the, um, "wrists" to hold stuff up, I was hoping people would use them like that. 

Oh wow! Those solutions are both quite different than my own solutions for those puzzles. That's a really elegant solution for Level 5 in particular, I didn't think it could be solved in only 9 steps. 

Thank you! And I apologize for how hard level 5 is! 

Yeah agreed, I wanted to get a selection box and multi-command dragging etc working but ran out of time. Thanks for the comment!

Good feedback! I did intentionally make gravity and hand movement operate simultaneously using the same steps, but I can see how that would create some confusing behaviour when something disconnects, so I might change that. 

Thanks! You should feel proud about solving level 4, as far as I know only one other person has solved it. 

Really appreciate this comment! And yeah, good feedback about making the number of moves more obvious.

Wow, this was a really ambitious game, and you nailed it! I've never played a game that felt quite like this before, very unique gameplay. The art is great, and the fact that the game is in 3D really helps make the spotlights feel more important, with the shadows etc. Oh and the audio is great too, so this has gotta be the most well rounded game I've played so far. 

Great game! This match-three-ish genre has been so well explored that I'm impressed you managed to come up with a unique mechanic with the arrows, very cool! The character reacting to the combos is a great touch too, really fun art. 

Short and sweet. Well made, very tight design. Perfect little jam game. 

Neat! It start getting interesting at level 4, how you have to stall for time. Good use of the theme!

Cool title image and nice art!

Clever! I like having to build under a time constraint, and it's great that because it's pixel-art, it's possible to line things up a lot more precisely. My game is actually similar in a lot of ways, since they're both pixel-art rocket launching games! 

Neat game! I like how it's on a sphere. It's nice that you can still bring the dudes to the rocket after the countdown ends, but before it actually takes off. The one negative thing is that the car horn sound for the rocket countdown is VERY loud, I had to turn my volume way down haha

Great game! It's tricky at first until you really understand the different buildings. 

Cool game! I like the two phases of the boss at the end. One small improvement would be to allow using mouse click as an alternative to spacebar, since the rest of the game uses the mouse (when I first played it, I hadn't read the instructions so I was confused at why clicking didn't work!)

Clever game idea! The art is really well done, and the logo is great. My only complaint is that it's easy to lose a lot of HP in the first fight at the beginning before you really understand the game, so it might be nice to get some healing in between fights (or at least after the first fight). 

Great game! Usually I'm not a big fan of puzzle games with time pressure, but this works really well. It got a lot more compelling once the size 4 worms were introduced. The tuning of the difficulty was spot on as well. 

Oh yeah I meant to add that but I forgot! Thanks for reminding me, glad you enjoyed it.

Favourite game I've played so far this jam! It's a lot of fun and the visuals are great. I really like the way you have to discover all the best times for each ingredient. The magical microwave is what really puts it over the top though, super charming. 

Thanks for playing it! And yeah the later levels are super hard so I don't blame you! :D

Really nice! The game was tuned surprisingly well. Usually these kind of games are either boring or finicky and frustrating. 

Unique game! It's a clever puzzle idea and has a neat art style too. 

The infection mechanic is really clever! I think maybe you should lose when you end a level with below 50% purity though, because right now it's easy to keep surviving once you've maxed out your upgrades. I wish the auto clicker was effective enough that you could just stop clicking once you've maxed it out, since the clicking becomes physically painful haha

Nice little game, short and sweet. 

This is very cool! I'm impressed at how intuitive it feels to play, especially considering how unusual it is (and the fact that you can drag in two orthogonal axes!). On top of the impressive, uh, topology, I really like the mechanic of "character automatically walks to anything they can pathfind to". 

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I enjoyed this more than I thought I would! Very clever game. My small complaint is that I wish when you were viewing the history, that it would outline cards in blue and yellow that would have blue and yellow card backs (when you have the relevant items). It's a pain to scan all the cards once you get into the later rounds when you have lots of cards in your history (ex. in extra credit 5 I just didn't bother thinking about the yellow and blue anymore... it fried my brain too much haha). 

Oh and the other minor thing is that in English I feel like most people usually call the suit "clubs" instead of "clover" (though I know the suit is called clover in some other languages). 


One more note... it wasn't clear to me with scotch tape whether there would be two queens if there are two kings.

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This is great! You nailed the feel of the ball and the satisfying wobble of the rim etc. I really like the finger animations when you just hold the shoot button too. I would love to see a full one-button basketball game built on this, with passing etc. It seems tricky but I'm sure you could figure out a way to make it work haha

It's quite similar to  Nodebuster but the archery feels very satisfying! 

You might like Her Story, Telling Lies, Immortality, Return of the Obra Dinn, or Curse of the Golden Idol.