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melancholerik
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This was both more difficult and more fun than I expected! Cool idea, well executed and felt great to play.
After a few levels it was fun to get some where it actually wasn’t necessary to use slowmo at all - or at least it was a challenge that I made for myself and that felt really cool and tense. Almost gave up on the spiral level but got it in the end!

Cool little shooter. Please don’t take this the wrong way, but to be honest I found it difficult to play due to choppiness of all movement. It’s like some people get motion sick when playing certain games, I felt a little weird playing this one. I think this is simply just due to being Pico-8 game and it makes me wish it wasn’t. It feels like a game that would be instantly better if it was just smoother to play, if that makes sense.
I was super confused at first and took me a while to figure out the main mechanic, and even once I did, I couldn’t get much further :D Very clever but also incredibly difficult (for me at least). Like I get what I’m supposed to do, but there were times where I put down a shovel and was able to get it and pass through a narrow corridor and…I didn’t quite understand why I was able to turn without bumping into a wall that time. There’s just something weird about it and I can’t quite internalize how it works. There’s definitely something there and it feels very Corgispace-y.
Had a great time playing this on my phone while enjoying morning coffee. Simple idea well executed, with great visuals and music. Very relaxing
At first I expected there to be a point objective per garden and was a little confused when I couldn’t find it on the screen :D That’s not a criticism, just how I felt at the moment. I also wonder how it would feel with a “hold” mechanic, like you can hold a piece in Tetris and use it later.
Anyway, I really loved this. Reminds me of Topsoil and that’s a good thing!

Hey thanks for playing! I’m really happy that somebody actually tried to work out what the hell is going on in Sedem Blokov, that’s awesome :D Yes, the text is in Slovak on purpose. All I’ll say is that both the text and the game itself is just a joke/reference of another game, so that’s why it’s like that. People bouncing off and not understanding doesn’t surprise me, that’s actually part of it, but I’m really happy you gave it a fair shot haha. You basically got half-way there. Playing and using the available controls as in other game modes, you should discover the other half of those special functions. There might be a button you’re not using ;) Then it’s a matter of understanding what it actually does, learning what the icons represent and how the cooldown works.
I hope you don’t mind me not being explicit about it, and again appreciate you playing the game. I enjoy seeing what people can work out and how they bounce off :D
With a thumbnail like that, how could I not click?! :D The loud metal THUNK is funny every time. It’s cool how expressive the movement is with just a few inputs. I’m really bad at platformers in general, so I struggled to execute some moves and didn’t get super far, but it’s a really cool and funny take on the theme if the jam. One of the more surprising ones for sure :D
Thank you for playing and for the kind words! You’re right about the little goals/achievements. As with many things in the game, I just ran out of time but this is something I meant to implement - even just a single goal for each game, as something to guide the player a little. If I return to the project later, this is at the top of my list, so I’m really glad you brought it up. I do save the high score, but you only see it on the game over screen. Forgot to add it to game selection UI :D
Really cool little idea! Even though I played with a controller, I agree with LinsCd on controls and time limit. Very smooth movement of the ship with the very rigid, tile-based movement of the blocks is a bit hard to get used to, and it often took me multiple tries to actually select the falling block. Despite that, it’s a really interesting take on the jam! Also having to leave the board and rotate the blocks in designated areas is a fun idea. Overall looks and feels really polished.
I saw this on BlueSky last week and been excited to finally play it! Even despite my issues with it, it might be my favorite game from this jam so far. The consistency of style across the game is wild. The art, UI design, audio, music…everything perfectly aligned. This honestly just feels like a complete game that you could put on Steam and nobody would’ve guessed it was made in 10 days, or however many it took you.
I’m not familiar with hanafuda, so this was totally new to me. Even after reading the description on the page and tutorial multiple times, I still had trouble figuring out how scoring works. At first, I thought that numbers on cards denoted their score value and so I was trying to leave the cards with higher number on the board. That’s totally just my fault and I did figure it out after a bit. I think the real issue for me is that the scoring presentation at the end is wayyy too quick, and that I can’t check how stuff is scored while the game is running. I still haven’t internalized how each type is scored or what the special combinations are - I think it would be nice to have that accessible in a pause menu or something like that. Just…having a better sense of how scoring works while actually making decisions.
That seems like a very solveable issue, though. Like I said, one of the most stylish things in the jam. Astounding work.
This was lovely! I really like how snake’s movement is solved and that makes it a lot easier to actually go back and forth between the two. At some point I always inevitably made the mistake of controlling the wrong board, which is funny every time it happens imo :D Got to 1600 points I think, so not super far but still enjoyed it a lot. Was expecting it to be a lot more frantic just based on the concept, but it’s actually really relaxing and the music helps, too.
Oh man this is super interesting! Trying to set up longer sequence was breaking my brain a bit but felt amazing to actually pull off. Also the blocks rotating but not the arrows, that took a while to get used to! :D I wonder how this would feel with some changes, as I played for a while and never felt like it was possible to actually get a game over after fully topping out the board. Perhaps a smaller board but weaker gravity? Or arrows not clearing if they just point at a wall, or at each other? But still a very cool thing, great job!
I definitely enjoyed MATCHTRISM more, as it’s just more immediate and intuitive in its rules. It feels amazing to fully clear the board in that mode! After a few waves like this, I was starting to think that I’m some olympic level super genius, only for things to unravel instantly :D Very, very funny but also just a great game. I love the idea of SCORETRISM more than the execution, simply because of some objectives take a while to actually understand. That was stressing me out :D Juggling everything in the head at once is wild and difficult, but again in a funny way. Well polished, too! Overall great stuff!
This is fantastic. Really cool interpretation of the theme and feels great to play. Window shake, smear frames, using the window itself as a UI element are a delight.
Just when I started wondering how many levels there are, the game turns into… something else :D I couldn’t beat it in the end but I’ll try again later. Extremely cool thing you’ve made, well done!
One of my favorites of the jam. There's a lot of games that I like parts of, but I really like everything about this one and I don't mean just individual parts. Everything just works together very well, as a super polished package.
The core mechanic of stopping discs in place is fantastic. The tension it creates, making the game easier and yet harder at the same time...it's just so clever, I really love it. It feels really cool to time it so that the discs are clumped together to take as little space and possible, or to overlap previous discs.
Controls feel great and I really like that you can play with mouse only. Not my thing but hey it's cool to give players options. I like that, like Disc Room itself, you help players in some ways. Hitboxes are generous and slowmo when discs are near feels awesome - this is the thing that makes the game 10x better than it would be without it.
The visuals are clean, eye-catching and just really cute? But it doesn't just look great, it works in context. The game is super readable right away, it just makes intuitive sense. And audio as well, there's so much to like there. The adaptive soundtrack, the dark drone-y synth after you die, the chaotic percussions of discs bouncing around. Also, the intro music gives me Devil Daggers vibes, or maybe something else that I can't remember. Anyway, big fan of all of the above!
Y'all did a great job and I think you should expand on this and release it as a small Steam game, honestly. I can imagine there being more of a room sctructure, like in Disc Room. Or just keep the infinite mode and make it a score chaser with leaderboards.
Absolutely adore this one. Great job!










