Thank you! Yeah I was planning on adding a sprite of the worker in a desk, and a door nearby to serve as a countdown for supervisor checks, alas, 96 hours is hard hahaha. So it just became a door noise and check countdown. Maybe in the future I can continue it to fully flesh the idea. Thanks once again for playing!
nizbel
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Visually amazing, loved the UI and the items in general.
The sound effects were great and I wish there was a bit more of variation in the fireworks' blasts, but it really needs some sort of music. Even if just during the launching for celebration or whatever.
Although visually stunning, sometimes I would get misses with my cattails, but I guess that's because there's three colors to choose from? I thought there were only two (maybe it's because I'm color blind). The fireworks particles could be a bit more varied depending on the rocket, but that's just a future polish I'd like to see, it's quite amazing for a 96 hour game.
I wish there was some sort of tutorial because it took me a couple launches to understand what had to be done.
Overall, a fun game with amazing visuals and good potential for future improvements!
This was an interesting one, loved the soothing atmosphere of exploring the seas. Unfortunately I got some bugs early on. For the first batch of photos, I got the whale and the seahorse, but no jellyfish, yet the base considered I had all pics and proceeded to give me the next batch.
From there on, all deliveries I made were received with a "Error! Text not found" response. So I decided to just test the game's limits. Ran out of photos and decided to check what happens when running out of gas.
For the audio, I liked the calm music and it fits the game well, loved that you also provided gas generously, so it doesn't become a tense resource management game. But I missed some more sound effects, like when changing throttle on the submarine, or maybe some of the animals. Also, why are some animals shiny? I didn't see any difference in taking pics of them.
Visually it works well, and the map is a very nice addition. I also loved the shadow effect on the ship rudder, very nice. The ocean getting darker as you go deeper is a nice touch, maybe it could get like super dark at the very bottom? The map limits get a very weird with the transparency effect, especially at the very bottom at the giant squid nest. The smiley teeth shark made me smirk, it looks funny, not sure if it was the intention but I liked it.
So as soon as I ran out of gas I was taken back to the surface to restart, but I loved the ironic remarks of the base when that happened.
It's a relaxing experience, and it got a lot of things right.
This one gets tense quite fast. Couldn't get past 4/18, the enemies who shoot projectiles destroyed my run.
I felt like there could be a bit more of audio cues, some events seemed to depend exclusively of the text box. The music is alright, but could be a bit more tense to showcase the chaos that ensues as the baby sleeps.
Visually, it looks pretty good, though it was hard to figure out what some of the items were. The effect of soothing the baby was amazing, well done!
The gameplay is quite effective, I wish the character moved just a tad faster, it gets frustrating at times. Throwing items felt a bit off sometimes. But I liked that I didn't need to keep on clicking to attack, just holding the mouse button worked fine. For some reason the game freezes at the beginning, when approaching the crib, maybe loading something.
All in all, this was a tense and fun base defense game!
This game is weird man. I mean, in a good way.
I started playing clicking without understanding what was going on, took me a couple tries to understand the timer forcing you to remove the pieces. Finished it in 12 and a half minutes. At first I was clicking around cautiously trying to remove the glass, but the game changer for me was finding out that holding the mouse button worked so it became sort of those cleaning games, it was much more fun trying to remove as much glass as I could.
The glass removing sound felt great, it's soothing in a way. It mixes well with the dark meditative sound in the back (I say dark because I didn't find it as relaxing as other people, but it was an interesting reflective mood either way).
The messages between glass shattering felt a bit bland, sort of like those gurus that speak in trivias instead of saying things straight-forward. But I liked the message at the end. It works with the gameplay and the presentation. At some points I was bothered by some lines at the borders of the screen as if there were shatters just out of sight, but I couldn't do much to remove them. At the last test when I tried to remove as much glass as fast as I could, the falling pieces would glitch and become invisible, maybe due to too much to render at once?
Ah, does the game force you to lose at the second stage? I lost both times I played. But the second run I tried to speed run it, very fun to remove the glass.

Lovely art and sound!
I managed to finish it on my first try. I loved the idea of creating units with 2048 mechanics, but I just mindlessly pressed right, up and down. Also I tested not playing it and got to the count but since he wasn't facing my unit it was a battle to eternity. Regarding the tutorial, I understood the game mechanics well but it seemed to end abruptly, like I just lost, then the game started.
The sprite art was pretty and the cover looked great, I was expecting something Survivors related but was very pleasantly surprised! However, it was hard to discern some of the units on both fields. I'm not sure if the double swordsman or the ballista are the better unit. I had a small gripe with the road in the ending not looping perfectly but that does not impact the game at all.
I suppose I listened to the game soundtrack in loop for half an hour while doing some errands lol, it's amazing!
Overall, great work and I believe there's a lot of potential here!
This one is a fun romp!
I played if at first right after the jam submission, was a great way to relieve the tension and my wife who was passing by to cheer me up after the deadline decided to sit and choose buffs together. We had a bit of a super hectic play, with a giraffe, a potato, a banana and a furious watermelon. Couldn't see the countdown but it had a couple of hours at some point and we finished north of 800 ticks.
Replayed now to pay more attention to the game and it simply is great. It oozes style and fun. Loved the achievements and they way it shows you what you gotta do.
Soundwise, it all just blends together well, the sounds are goofy, the song is super upbeat.
My only (absolutely small) gripes with the game are that the text boxes for the achievements have the text misaligned, if they were vertically aligned at the center it would look better. Also, I had the game freeze for a couple seconds when the confetti first appeared, but it was also a lot of minutes changing at once due to a power up, so I don't know if it was the first loading of the confetti or just a lot at the same time.
All in all, congratulations and thank you very much for this game!

Absolutely amazing!
Although I haven't played many games this jam, this one was the most addictive by a long margin.
I spent a couple hours trying to optimize and perhaps, maybe, get that loop perk. My best run was level 189, but wave 51 is simply absurd in scale, monsters took millions of damage to die.
I wish it had more clarity regarding the perks and what do they do. The number of vhs rotating around the character seemed random, sometimes getting 2 vhs spells gave you 2 vhs, sometimes it kept on only one. Then once I got the creature's bolt and suddenly I had 5 vhs rotating.
The bat attack also stops, I guess maybe some other spells replace it but it's never clear.
Also the projectiles improvements didn't seem to do much.
I really hope you expand on this one and iron the wrinkles out, it's amazing! Makes me want to develop something of the genre for myself. Congratulations!
Aqua-dwarf-247 reporting for duty!
Man, this was perhaps one of the most nerve-racking game I played in a jam. It's so simple yet so damn stressing. Kudos to the people who managed to make the top 10, I took over 20 seconds and it took I don't even know how many tries.
One bug I found was after dying, I pressed tab but the ranking didn't show up and the game sort of froze, nothing I pressed made it leave the supposed-to-be-there ranking screen.
It would be nice to see how many tries you and the other delivery guys had. Like a global life reset counter!
Kudos on making such an addictive stressful experience!
Absolutely amazing! I have a weakness for these incremental clickers, but yours brought something so cool to the table!
To be honest, I still don't know what it is, maybe it is the sounds evolving, so musically; or maybe it is that feeling of making advances, it's so well balanced for a quick game, that it makes me addicted to see what else comes next. Both times I played I got to space in 12 minutes and something, but the second time around I tried to see if maybe I could break the numbers, and yeah I couldn't. Every upgrade was in the 2,000,000,000,000s and it still worked somewhat fine. It even added some beeps for new trains.
Perhaps the only thing I'd complain was that it took me a while to notice research also increased money, but I had no idea by how much. It would be nice to have some tooltip explaining that or giving some quantitative info.
Also, it would be neat to have a way to scroll through the trains dashboard!
Thank you very much for this game!
Feels nice to be playing this again! I didn't manage to lock myself or the boxes in any weird point of the map this time!
Finally managed to get through the first level with 2 boxes, not sure what was the problem previously though.
I normally dislike levels that require you to do things in a time attack manner, but having the retry button fixes that, also it wasn't that long so no problem.
The only weird thing I found was that somehow the character falls from the thin platforms if I move left and right real quick. Not sure why, but if I change directions real fast it reacts as if I pressed down and jump.
Wish I had played it during GMTK, but that was one hell of a week for me.
At the beginning when it's showing the credits it feels a bit weird to transition into the menu without transitioning, maybe it was supposed to be some sort of fading effect?
OMG this game made me feel so horrible! I mean, the starting cutscene was very good but damn... poor geckos!
Art is cute! Music is also nice, although it's sort of funny to have such an upbeat song with such a sad background story.
The hitbox in the tail is kinda unforgiving sometimes, not a big deal I guess.
Overall this was amazing, really neat idea and nicely polished. I'd only complain about the hiccups in entering the menu and starting the game for the first time with the tutorial. Congratulations!
Welp, this is kind of a nightmare for someone colorblind.
I liked the song and the idea, wish the shooting felt a bit more powerful though.
Took me a while to understand what the right click actually did, at the end I prefered to simply waste the bullets that wouldn't be useful. My first playthrough was in some walled area that I could shoot the balls out of bounds, the second one was in a closed room that made it easier to shoot, but, there were 2 enemies and one of them would get pitch black depending on its position regarding the light.
I can see the potential here and with some more movement and juice it could be kinda fun, however I wish there was another way to match the bullets to the enemies as these current colors can get a bit frustrating.
Well, I thought it was a bit too simple but very neat. Now I see myself at the end of the journey wondering "damn, it's over?!". Congratulations!
The visuals are really amazing, I like the chill vibe it gives as you try again and again to correct course. I feel the music default volume was a tad low, but the settings menu fixes it quickly.
It was really cool to have the last angle, weight influence and trajectory available!
Would be nice to have some sort of explosion effect instead of just having the ship torn to pieces on collisions, although I'd love to know how did you manage its destruction behind the curtains!
The black hole was very neat. The wormhole at first I though was some sort of "reverse black hole" that pushed you instead of pulling, but once I decided to launch the ship right into it and saw the "wormhole detected" message I understood the idea.
Oh, just a nitpick but clicking on retry shouldn't allow you to click on retry again. Maybe locking player input on retry would feel better.
Awesome game!
Interesting start, and kudos on allowing players to skip!
One minor nitpick I got was that the Thick Fog title would feel better had it more of a smooth movement instead of just switching between straight and bent state, if that makes sense.
The settings menu feels a bit off because I can't see the minimum and maximum points, actually, now that the cloud passed I can see it, maybe make it a different shade or add some outline?
The dialogue didn't convey much emotion, sometimes it felt like someone just reading lines instead of a tired man talking about cleaning the mirror. Also I had to decrease the music a lot to hear it when the spirit appeared.
It seems to be adding clicks to a queue, I clicked the door multiple times and it kept on activating its dialogue reaction even after I left to some other room.
I played the bird song to the spirit but I guess I had something wrong in the combination, so nothing changed. That made me quit because it was too long to play all the horn parts.
Overall I liked the setting and the art style kind of grew on me, but the puzzle was too harsh/boring. Maybe if we could play the horn before the sound ended?
Hello there!
1) Oh, the idea is that if they are more than 5 units of distance, the new link changes color to show it is not possible, so you can and should connect as many computers as possible, as long as they are close enough.
2) It is possible already, through the settings menu.
3) I'll work on that! I was thinking maybe adding some ballon with an alert nearby, or maybe making the connection "broken", sort of like two plugs far apart.
4) Neat, currently I just change the "wifi waves" on regions to red in order to show there's a buggy connection in that region, but I can think of some other alerts to indicate new machines.
5) It's a nice idea! At first, that health bar was supposed to be a "general internet satisfaction meter" and it would involve many parameters, such as bugged connections, computers able to send all the data they had, expectations of a bigger network through time... but it got a bit too unwieldy for a jam game so I made it just about bugged links and non-connected computers.
Thank you so much for the feedback!
Thanks for playing!
I think I can work on that drag and drop idea! My plan initially was to show a set of options whenever you clicked an element, be it a link or computer. Though I didn't get much time to implement that so it ended up being one action only each click.
Oh, regarding the tutorial, in the settings menu you can enable/disable it!
Thank you for playing!
Oh, the idea is to connect as many to computers as possible. Currently you can only connect if they are at most 5 units of distance apart, when the distance is bigger the link changes color to show it's not possible (although maybe it is too subtle).
When you zoom out, the "wifi waves" in the regions indicate there's a bug by turning red, but yeah zooming can be a tad difficult. But I enjoy the idea of giving some grace while zooming, perhaps making time pass waaaay slower during zooms? I'll look into it!
Thanks once again!
I find it really gorgeous and creative. Not sure why but the first time I click anywhere in the menu it goes full screen, but it's no big deal, I just press Esc and go on.
The game was brutally difficult for me, did not make it past level 7, also, I found some sort of bug that I'm not sure how to reproduce on level 7. Somehow I folded the exit and when I unfold it is now part of the wall.
I tried skipping levels into 18, didn't quite understand the 3D mechanics and I couldn't figure a way to solve that one either. It also glitched with some folds, making the circuits not connect anymore.
Overall this is a super cool puzzle, I wish I were better at it.
The premise is odd but could be interesting.
In the settings menu, it would be nice to have background on the values. Music and some of the controls become hard to read depending on the position on the screen.
Visually it was alright, although, I really enjoyed the effect from the menu to the game, nice effect between scenes.
The music felt a bit... unfitting? A bit too serious for something this cartoonish. The jump sound effect could be a bit shorter, gets annoying fast.
I couldn't make it past the first level, didn't understand where was I supposed to go. I seemed to reach the end of the level and got a crystal, but nothing happened after that. Also it's a bit odd to respawn after dying but all ants are gone up until where you died. It does makes it easier to advance but it feels too empty. However, really nice touch to add some unexpected things like the moving spikes and the ant laughing when it kills you, that was really unexpected and it was fun! Once I killed an ant that gave me a new heart or something like that, didn't quite get what changed.
The hitboxes make it harder than it should be, I collide with platforms while not even being close to them, it's hard to figure where can I position myself for jumps.
It's a neat little platformer that could use some polishing in collision detection. Also more unexpected events to make use of the silly premise.
Damn this game oozes with style! Well done on the art and music, really amazing!
I liked the slow start and how you really show the basics in the initial levels, well done on that part. Although on the first stage where you are building the tetris pieces many times I fell back on the first tutorial cloud and it would say the same thing over and over, wish it would disappear or maybe after the first time it took some button to reactivate the message.
The tetris/platform blending was great, although it got a bit hard for me quicker than I'd like to admit! Also, I am playing on PC so the wall jumping gets infuriating at times. In many occurrences my double jump became a wall jump and I had to restart the stage.
Kudos on yet another amazing entry!
Okay the credits were super cool, kudos on that detail.
I enjoyed the visual style, really takes me back.
The sound was a bit too repetitive and didn't seem to convey much of the grandiosity/action.
I made a pacifist run of sorts, avoiding conflict with monsters because combat was too hit-and-miss for me. Also, although the movement felt a bit janky with the floatiness, sprinting around fixed the slow move speed.
I enjoyed seeing the world diminish as I got bigger and bigger soldiers, was just a bit odd to see new bigger monsters around when there were none before, but that's nitpicking I suppose.
Some doubts: what was that "I'm also here" guy? And the scary head above my soldiers at the end?
Overall, it was a nice idea! Congratulations!
Wow this was super crazy. Quite chaotic to understand what is going on at first.
The visuals are amazing and I wish the audio accompanied the vibe. Also, nice touch on the game over animation, really neat.
I couldn't make it much further in the game as sometimes enemies just took me outside the screen and I couldn't react. It also took me a while to understand my shooting, I wish there was some sort of particle effect to see I was firing. Maybe also allowing the player to just hold fire instead of clicking.
One bug I found was that once I resized the screen to small as possible, killing all enemies (yeah!), I couldn't scale it back up. For some reason as soon as I clicked to drag the size it just went with the current size, and no enemy spawned anymore.
Overall a very nice bullet hell, the screen resizing was a great touch.
Thanks a lot for the feedback!
I plan on adding some mouse sensitivity settings, I tried playtesting to make the camera movement speed quick but not hectic, but that wasn't enough. Oh regarding the simplex/duplex links, I was planning on making it more useful as in early stages it would be more about switching which computer transfers and all that, but due to time constraints I trimmed a lot of the content in order to get to the scale magnifying part.
Once again, thank you!
Man, that was hard! Tower defense with a tilting map gets crazy too quickly.
The presentation was amazing, I just felt like during the fights the music could be a bit more... battle-y?
A way to speed up the chat would go a long way, I wanted to read what they said but it felt too slow.
I didn't last long in the game, but I wish there was some score. Also, when game over appeared, the characters' chat continued.
If you guys plan on updating the game, maybe adding a way to check the weight impact of every slot placement would be nice? It's a bit complicated to figure out if the balancing and counter balancing will work at times.
Also, when I tried to replay after losing, I skipped all the chat and placed a tower, but nothing happened. Either it bugged or perhaps the first wave has some sort of fixed time to start?
Anyways, really great job, it was one of the most interesting concepts I found so far! Well done!
Holy shit the scale is absolutely bananas lol. When I scrolled the mouse wheel and it went straight into the world I was blown away!
Couldn't get past 510 score because a black hole outta nowhere killed me lol!
That was fun, I like the graphics and wish there was a bit more of sounds.
Kudos on making something so crazy! Also, how do you even escape the black hole? When the screen got all wobbly I knew I was done for everytime.
The visuals are amazing, I love the low poly parts and the environment.
The music was a tad too low, but once I cranked up the volume I could see it was quite chill and seemed to fit building.
The controls felt complicated at first, I tried rotating the parts while dragging them to no avail. And even reading the instructions it took me a while to get the hang of it, but that might be on me.
Once built, it was super cool to see the physics and how commands influenced the movement through every wheel attached, really freaking awesome!
Congratulations on making such a complex game in so few time, that was great!
From the start, I was charmed by the features' description featuring the gnome hats haha!
The visuals and sound effects were nice, kinda get that feeling from early 2000s MMOs. I wish there was a bit more of gameplay, because I hunted some gnomes at some point but that was it. Also, the spells took way too long to cast for the first time after logging in.
But, well, while it wasn't very heavy in gameplay, I can only say thanks a lot for the amazing job at capturing the whole spire of madness at the beginning of a new game, the hard to scroll chat (which I wish you guys didn't make auto scroll down because at points I gave up on reading all messages), the excitement to the bots and ruins of an online game. I was really blown away by nostalgia to my old days of Granado Espada.
Also, well done with the credits and the revival project, took me back to some other past MMOs.
I tried to find my chat friends in the map but I couldn't, it's hard to differentiate names, maybe with some more time their names could be in different heights when too close by? Saw another player with Babadook on their name, neat.
All in all, thanks for this experience.I was initially already impressed by the the amount of levels and settings you have as a solo dev, well done!
The graphics are super cute and fit very well. I like the tension of the music, although I missed some sound effects for B-0, would be neat to have him beeping and buzzing.
Some minor situations I found playing (that could be reverted by simply restarting the stage anyway):
- After leaving the game to change some settings, the tutorial in the first stage wouldn't proceed from "Pretty robust...".
- The robot movement is a bit hard to control at times when you have some tight jumps to do, it feels a bit slippery. It was a bit frustrating to lock yourself in a corner and have to restart all over.
Overall an incredibly polished game with some clever puzzles, congratulations on such an amazing entry!
I like the simple art style, some goofy background music could work wonders here. The clapping sounds when you clear a stage are a cool touch, though.
Good job on the grass moving when the ball passes over it, I love these tiny details!
I had to full screen in order to see the whole game, at first I was just seeing the mouse right click help, but something green spawning above (it was just a corner from the portal animation), Maybe you can change the Itch page to accomodate the entire screen?
Some feedback on the levels I got:
- I didn't understand at first why couldn't I hit the ball.
- The second level would only let me pass through if I created the first portal at the left, took me a few tries.
- At the third level the ball managed to clip through the stage and disappear, it was only then that I understood the idea of scale/portal entrance (lol I'm an idiot!).
It would also be nice to be able to hit the ball while it's still moving.
Played through 4 levels. Overall an interesting idea for a puzzle game! Congratulations!
Thank you so much for the feedback!
Hmm, that might have been a bug, as computers should never stop appearing. The idea is that the camera zooms out more and more as the network grows, so you have to keep an eye out for any computer that wants to connect. Although the scaling got a bit off due to lack of playtesting the later stages. In my original idea you would be dealing with regions in the endgame, but I had to scrap that for time and it became a "look for buggy connections around the globe".













