Hey, that's an interesting bug. Do you remember more details about it?
And thanks for liking the game. The game originally DID have a reload mechanic, but I decided to keep smart auto reload only as it felt more fun.
Mew2mi
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The gameplay feels great once you understand it. Collecting the Kronis to get you more time is very important, and the game can benefit greatly from a small tutorial/hint about the mechanics. The movement feels a bit floaty at first, but once you get used to it it feels nice.
The levels feel thought out nicely, at least with the characters that I played, but the best part of the game is definitely the vibe.
I have now given in another try and have updated my ratings. Overall I liked it. I am not sure if the last room qualifies as a puzzle, but it must've been something fun to program, so I give it a pass. The shadow labyrinth is also not a good idea in my opinion without sound cues when pressing you've pressed all the button. Other than that, I think that the difficulty curve is a bit all over, but since it's a jam, I get it. Great to see an Undertale inspired puzzle game!
Conceptually, this is a really good idea and it makes sense within this game jam. Music is great and the sound effect is fine, however I would've liked a quick options menu to be able to adjust those.
The only notes I have on gameplay are that I would've liked it if you were able to wrap around from one sided to the other like you could in snake, or if you were also able to wrap around the bottom. Other than that, very fun concept.
To start, the art and music are fantastic. So far the best I have seen in the jam. It feels unreasonably well polished, which is great, but it also puts high expectation on the gameplay to follow up, which I think fails to do so.
The game at its core seems to be a dark interactive Visual Novel, however it feels at some key parts. Most importantly, the game's hook feels weak. At the very beginning of the game, you are greeted by far too much text explaining things about the game project. That can be put after the game. Once you start the game itself, it is far too much "telling not showing". There is too much expose, which I skipped. I would rather be hooked by visual story telling. The vibe of the game is thankfully very well done, which helped me understand what the theme was overall. Further on that note, even for people following the story, it would be easy to forget stuff. Something like a journal or a notebook or anything visual that the main character keeps with them would be very nice. Furthermore, the game wants me to feel bad for the main character, which it tries to do by telling us about the bad events that have happened to the character, but at least for me, that fails to do it. It's a very nice touch that as the character interacts with the world we learn more about them, however I would've also liked it if I could skip faster. If I feel like reading more, I will take my time, and if I don't feel interested by a certain part, I'd rather skip it whole to get to the gameplay faster.
Finally, gameplay is king, and while this game is extremely polished in almost all direction, In my experience this is where it is weakest. Simply walking around trying to find what to do is not very appealing, especially for a game jam.
To conclude, this is very promising and a great amount of effort has obviously been put into the game. Lean more in visual story telling, both in the game and outside the game, and I believe that this game could be great.
I think that the concept is neat and I like that there was a detective game for this jam. The game could've really used a detective background music. Definitely needs to be fleshed out, especially near the end where I think there should be a clear box that snaps clues in place, similar to the case of the golden idol.
The concept feel great, however the game feels a bit unpolished. The sound track and the visuals are great. I think that it would've been nice to have multiple fire sources or to be able to influence the smoke through additional game objects. Wish some fleshing out, this could be a good "feels good" kinda game.
Art style was really good, I did not expect to see bunny girls and I'm glad that I did. The hitboxes on the robots could've been slightly bigger and the game feels like it would be better full screen (I played on web) and the limitation usage felt a bit on the weak side, but other than that, great game.
I enjoyed the game. I think that an options menu to adjust the sound would've been nice. The music does not reset when the game start over, but that's fine. I think that the souls combining by themselves when close to each other could've been better. Overall tho, I like the game, fun concept. A slash rather than a click to attack the enemies could be potentially more fun.
As a puzzle game enjoyer, I liked this one. In terms of QoL, it can be better with some very small touches:
-I would like it if the button tutorial stayed up. I confused the 2 buttons rather often, wanting to break a block but shooting instead.
-If you implement the feature above, you can keep the levels as they are on a fail, and allow the player to make adjustments.
-Markers. Allow the player to mark blocks. I often forget which block I wanted to shoot at.
Otherwise, great job. I got stuck at the checkers level, which I understand is the last level. It feels like it might be possible, but it's too much guesswork for me.
I originally had the player at that speed, but it was hard to get from one corner to the other in a reasoable time, so then I upped the speed, but that lost precision, so I decided to make it so that you slow down when shooting. The idea came from similar games like touhou and bullet heaven. Glad that you found the game fun. :)


