Fun concept, really works well to highlight how well-balanced all the pieces are in chess by letting you (and your opponent) have such absurdly powerful (or weak) pieces! I'm looking forward to trying this with a friend to see just how crazy it can get :)
Meoin
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Thanks, it means a lot to hear that it felt smooth and fun!
Regarding the Shift thing, it's not just you, I actually just messed up when assigning the notes to the rooms because there was supposed to be a note explaining that mechanic but it doesn't show up 😭 I've fixed it now, along with a couple other bugs, but I want to finish testing those changes before I patch the game (and don't want to fix too much before judging is over, in spirit of the jam and all).
The level you got stuck on is a really tricky one!! My love for cryptic puzzles kind of took over me like the green goblin mask while designing that one - the key to it is actually not to do with the mirror tool bit (that was just a gag about me copy-paste and mirroring the drawing of the lemming on the laptop) but actually the "slashing stick of forward" (or better put, "forward slash-ing stick" lol). Also the lemmings just write "lemon" in place of "lemmings" because they are silly little creatures.
It's always good to hear feedback and see what parts confuse people tho!! It's tricky finding a balance of "puzzle that makes you think, but gets solved" inbetween "extremely obvious solution" and "this literally makes no sense so I give up" 😅
Oh man, I feel your pain with that bug goldmine 😭 It's a blessing you were able to spot the source of it all tho!!
I do think that for the cards it should probably be static, or maybe you could have it tick up a little faster? It is a cool effect, and I noticed it on the count for how many souls you have and really liked it there!
For that last one, yknow what, that's completely my bad LOL It was definitely the bears just hitting empty spaces. I had read the rule about hitting empty spaces damaging the nearest person but just completely brushed over the "1 damage" part for some reason. I would say it's good the way it is, I would've gotten completely nuked right at the start of that fight if they did full damage, and most people probably didn't have that confusion because they properly read the rule unlike me 😂
Your art style is so cute!! Very fun concept, I agree with Koxsol that the level design could've facilitated going fast better, but judging by the leaderboards clearly that isn't an issue for some people! Managing to do that in less than 50 seconds is super impressive (or maybe they got better modifiers than me, which is another thing about this game I find very fun). Great job overall, I was expecting a knockoff spin on HorseRaceTests and was pleasantly surprised by a quirky platformer!!
Really cool concept and great execution on that concept. Game overall just felt good to play, great vibes and wonderful presentation. This is one of those ideas where I feel like, if you kept pursuing it, you could make a really strong full game out of. The random rules that appear have a huge impact on the gameplay and your strategy which I think is genius.
One small note, and maybe this is just me being bad at the game, but I feel like some rules can really kill your run easily with them lasting 20 turns. Maybe 10 or 15 turns would have been more manageable, but that might also run the risk of being too easy. One example of this tho was no rabbits spawning - within 20 turns it seemed to easily lead to the whole map becoming overgrown with grass.
Aside from little balance tweaks like that, I really have no critiques on this. Just a ton of fun to play and very unique.
Big fan of Inscryption here and I loved this, I feel like you took inspiration in all the best ways while having a very unique spin on it, like how damaging empty tiles hits the closest card, forcing the player to think about positioning. The rules you attain are super cool and a great take on the limitation, and the art style for this is fantastic. Serious 10/10 on all the design, artistic and mechanic-wise.
There were a few areas that I think were bugs that left me going "Are there secret rules I don't know about?" though, which made me laugh because it would be very fitting for the limitation, but did cause some frustration. Just wanna let you know about them in case you ever plan on continuing with this project (which I think you should! It has a ton of potential in my opinion):
- The number of souls a card cost would sometimes change randomly after hovering over it
- The "keep half your souls" rule doesn't seem to fully work, or at least, I thought so until I noticed I did keep half of them and then lost a bunch (but not all) as soon as my Shaman got automatically placed down. Perhaps the Shaman has a cost associated? If so, it's not really clear to the player and it does make that rule a lot worse than it seems on paper.
- Because of the last bug I thought I was totally screwed on a run, but I actually got saved by another bug (?) lol Enemies don't seem to actually do as much damage as their card says, I got swarmed by a pack of bears but then they all only did one damage. But then later on, the same bear did 4 damage! I wasn't sure if this was a bug or if there's some secret defense stat going on, but if it is intentional a bit more clarity would be nice for players to see.
As the programmer of our submission, I mean all of those notes as constructive and areas for your programmer to take a look at if you plan on updating the game, since I know just how easy it is for bugs to slip through the cracks when there's only a week. Overall though, you guys cooked with this. Super impressive how much you put into this and how fun and smooth everything does feel considering it was all done in a week.
Would love to watch you play our game! Watching people play has helped me learn areas to improve on in the future :)
https://gorejiraa.itch.io/lemmings
Lemmings Don't Leap is a puzzle platformer that takes inspiration from old flash/miniclip games with similar jumping mechanics as games like Jump King and KindaHardGolf, where you control a group of lemmings that throw each other around a level to get to the goal. The game introduces a bunch of secret mechanics via notes distributed in every level, and every level ranks how well you did from one to three stars. With a total of 15 levels across 3 zones, let's see if you can get 3 stars on every level!
Programmer here: I'm really glad you liked the gameplay!! I ended up writing that opening cutscene on the final day and I totally agree with you on the opening. I was like "this goes soooo long" so I tried shortening how long the text bubbles appear for as much as I could while still being able to read them (slow reader myself as well lol) to try and make it feel less long. Given more time I would've hoped to strike a better balance with it and probably cut some lines, so thank you for your honesty!
I agree with what ShrUg said, fantastic job on the presentation of this game and the whole idea is super silly and creative! It definitely left me wanting more, which is a good thing, just to see how much I could handle at once. I think this idea could really be expanded upon if you kept adding more types of popups, had the difficulty ramp up more as time went on, and kept track of the players score either in the form of points or just how long they can survive for. The best thing you can have is a good and original concept, so great job with this!!!
Played through and got ending 2, what a twist!!! I really like how you laid hints around the house and how they could be interpreted in many ways (hallucinations, real, etc) until the very end so that players felt unsettled and intrigued as to what was really going on. Your art style is very pretty as well, and the use of nurturing a plant during grief was a very touching way of exploring the theme of Plant Growth. Great job!!
I really appreciate your comment and how much thought you put into it! It really means a lot. If we're able to, I would love to expand on this world in the future and create more cases with this being just the introductory case for the game! It was a lot of fun to work on.
A few notes as the programmer of the game:
- I completely agree with the point you make about a fullscreen option, and wish I was able to get it working in time. Unfortunately, a lot of issues were happening with mouse detection and box positioning when I would try to fullscreen the game and I couldn't figure out a fix in time, so I had to resort to making it restricted to only being playable within the window. I hope in the future to figure out a better way to not encounter these issues so that players have more options!
- If you played the game in a Chromium browser, such as Chrome, Opera or Brave, I would really encourage playing it through again in either Firefox or via the downloadable option for Windows! We discovered a bug in Chromium browsers today that seems to result in a lot of paths not being attainable, including the true ending of the game. It seems to be a common issue with the plugin that I used for dialogue and I wish I had known ahead of time, as I really don't want players to miss out on the full experience. The reason I note this is that one of the results of this bug is that no matter the answers you give at the beginning, it will always give you Detective + Arcane, so I suspect you may have encountered it!
Looking forward to checking out your game soon, thanks again for your comment and appreciation! :)
Really cool short game, love the vibe! The fear that something could be there means it can be creepy without needing there to actually be anything there and the cable in the maze had me spooked. Great work!
One thing you might want to add is just a way to close the game or the game autoclosing after 10 seconds when you hit the "The End" screen so the user doesn't have to tab out to manually close the window. Other than that awesome work especially with addressing small issues so quickly! :)
This game is so cute!! I love the art style and the mechanics are so fun to play around with! There's a really fun sense of discovery to finding out you can jump -> swap -> psypull to get over a lot of things.
The last level seems a little arbitrarily difficult at points (after going up the wind it's really easy to mess up the psypull and fall all the way down and when you do get across I accidentally threw the princess off the edge of the screen because there's no wall there) but for the most part the game is incredibly well polished and fun. I could see this having a ton of potential as a Foddian-type game.
Great job!
The art for this is amazing! It feels really old school while having all sorts of style and detail in it. I love that you managed to simplify the fighting game genre down to being a sort of rock-paper-scissors idea, the potential for mindgames is crazy and if you can get the 2-player to work that'd be amazing!
that soundtrack is BUMPIN
very fun game, really enjoyed the mechanic with the different bullet types and it fit the theme super well. i agree with the other comment that some more sound effects would be nice but when there's only a week you can't always put everything you want in! overall really good job :)
Loved how you used binary numbers as a spin on the light & dark theme and how they fit right into the gameplay, making it so enemies essentially have two healthbars that require different ammo types was super creative! I may have been too stupid to understand what the code might be for the "VIRUS SPEAKS THE TRUTH" switches tho :')
I can't believe it was him this whole time, I should've guessed...
This is easily the funniest game I've played in a long time and your use of dithering is incredible. I don't know how you did this in a week but amazing job!
Did you do the dithering manually or via code? Would love to know how to get that sort of effect if it's done through a shader. Either way it's really damn cool.
Thank you so much for the feedback! This game was a labor of love from us and I'm so glad you're enjoying it. Our writers are over the moon to be compared to Baldurs Gate 3!!
I've just released a new update that should fix all of the things you mentioned so I hope you're able to enjoy the game to the fullest now!
Great work on Hat Hopper btw!



