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NjitRam

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A member registered Apr 27, 2022 · View creator page →

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I feel like all the levels are easy, but I also found out there are a couple of "cheese" ways to finish levels, instead of the puzzle I intended ;P
The last puzzle is one of em.

Great puzzle game and well done on incorporating the tutorial into the levels, that was very clean.

For my own puzzle game I am still relying on text to explain the rules of blocks, but this way is much better and intuitive! Kudos !

Good on theme and it looks great.

The only thing I disliked was the CONNECT level with all of the cables stacked on top of eachother with no way of telling which cable you are gonna move. Especially when you have a speedrun element in the game, it should be clear which cable you are grabbing.

Now the top was often showing a purple cable, but once you try to pull it out, it turns out you have a red cable in your hand.


Other than that minor inconvenience, I liked the game !

The orange arrows are actually red herrings and also are not needed in the intended solution.

[Spoiler]

My intended way for this level was that you would place the yellow paint between the house and the button, to color the button yellow, preventing the red door from closing. I should have given the player one less down arrow, although then maybe the player could even go above the button. I just need bigger buttons! ;P

[/Spoiler]

Not working on a grid is why there are some cheesy finishes possible instead of the intended way, but a finished puzzle is a finished puzzle I guess ;P

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When I saw the preview I expected another connect-4 clone.

However, it is a simple little puzzle game, and as a fellow puzzle game creator this jam, I salute you ! :)

The simplest of games, but well executed, especially graphically. I suck at any sort of UI and have resorted to console style apps for A LOT of my smaller projects so seeing this here was very cool.

Won against medium and lost against hard, even though apparently basic connect4 is solved and should result in the start player always winning. Guess I suck at it !

Bob should only walk in straight lines! The only way I have seen him behave oddly is when he clips a corner, but that should result in a game over.

Regarding the coffee: I think the description of the coffee says that it pauses Bob, so in that regard I can see your point. It should state that it stops Bob, or better yet: if there is no movement block intersecting with Bob the game simply should not allow you to hit Run level, as nothing will happen and you will have to reset the entire level.

To be honest, the title screen in the best part of this game. Not that the rest is bad, but the menu is SO on point! Kudos for that one.

Running around trying to find the right box was tedious, not in the least because the boxes aren't placed all that logically (next to a small park?). I was hugely surprised by what I found in the electrical box, but here the game was lacking in information. It was not clear to me that I just had to make the line where the power symbols are at and more importantly: You have no way of seeing that you are still on the clock as the pager UI disappears.

I was setting up for a Tetris and when I finally got the 4x1 piece, the time ran out ;P

After that I managed to finish 2 boxes and fail 1, which had its time ran out very quickly it seems, don't think I was running around that long and time ran out on the 4th piece already.


Overall I had fun, plus I finally found out where Bob lives, as he is the hero of my game ;P

Thanks for the extensive reply.

You could have a point regarding Bob's hitbox. I don't think I changed the collider from the square one used in testing, after I changed his sprite.

"Bob got lost" pops up if he is unable to move, or if you hit a wall or spiked pit. I wanted to have different messages for getting lost and dying, but again, not enough time.

Glad you had fun  !

Me too, and it was planned. Just not enough time in the game jam to make more than the tutorial levels sadly.

Any game that has me playing it more than just once in a gamejam is just good fun!

Especially happy with this single prefect stack once the ship got very shaky.


Simple but fun! And the game looks good for how simple it is.

The only downside I have is that I was sometimes too fast. I would hit the button to rotate the wheel, but until the wheel stops moving it still handles as if the wheel didn't move at all, causing you to lose points.

It would be better if either input was blocked during the turning of the wheel, or if you would calculate the position of the wheel beforehand and handle the color that would be in that spot once the rotation has completed. I would prefer the latter, since that would allow you to really get some fast rotation-click sequences in!

Gotcha, the problem is, once Bob hits the wall, he either dies or stops and in both cases you would have to redo the level.
I've had the same issue in this specific level too, wish I'd hide the controls panel once you pick up a block to place, because there is more space than is actually visible now.

When I take control of an enemy behind a piller there is no way for me to move. I can jump to another enemy but often it just keeps switching between enemies that are stuck behind the pillar.

I'm not sure it was a bug. I went up a chasm with dead ending caves to the left and right. Pretty sure it was the first (and only) wind zone I saw.I think I could maybe have gone back down again, but with the movement being so slow I was kinda done ;P

Interesting concept. I needed the YouTube video to understand that you can make the shapes bigger than the examples on the combo screen. Turning the whole level made my head hurt !

Overall the game looks great and plays smooth, so great job !

ok, this was just actually REALLY fun. Simple concept, but well executed and I always have a thing for fun games that let you push for a high score. Not sure how many boxes there are, but if it's 12 then I was on my way with the last one before time ran out.

The only bug I found was that my drone would sometimes get stuck under a box, if it was descending towards the box when I pressed space bar.

Congrats to the whole team !


I want to buy upgrades for my dog! He needs to be much more agile ! ;)

You didn't lie in your description, those sheep really love the hedges, and they don't fear the dog enough.

Still managed to get 6 of those wooly bastards into the shed. The rest will be turned into kebab !


Same as mtw82. The start button does not seem be hooked up to anything.

Fun concept and nicely implemented the theme by connecting the zombies to spell the word. Not sure if all the letters needed spawn directy, but I had a lot of trouble finding an L for my Galaxy.

The game takes a LONG time to load, both at startup and upon finishing a word, there were times I thought it had completely frozen on me ;P

Encountered a bug in the 2nd word, where I accidentally pushed over the zombie with my starting letter and after that it would not let me get another zombie with the same letter.

Still, I shot zombies and had fun, so great job!

Good implementation of the theme, but the movement is soooooo slow...

I managed to learn what the yellow balls do (well implemented in game tutorial) but I never learned what the other balls do. I went up the long chasm to the top, but there was nothing there to do and no way out (except back maybe?).

AS for the controls, I think it would have been better to have both connecting and disconnecting on the same button. You know whether a ball is connected or not, so upon LMB you can either connect it if it is not connected or vice versa. I was struggling with the simple control scheme, especially because in my mind LMB to connect and RMB to disconnect would be more logical, but having one button would be even easier I think.

I am kinda sad how good this game looks since I am not a fan op AI generated art, but I must admit you used it well here. Really feels like an old SNES game.

There is a bit of feedback missing, because I have no idea if I am doing the right thing, there seems to be no progress in doing the parts of the Simon Says right. All attacks seem to get blocked and the only damage feedback I get is when I miss an input and lose a heart, so I am assuming that is the player's health.

In the comments I read that people managed to beat the gorilla, so maybe I gave up too soon but as I said, I didn't have the idea that I was actually making any progress.

Not gonna lie, this one is confusing for me.

I think I am meant to take control of the enemies and use these enemies to keep the tree safe?  But I keep taking control of enemies that seem to have spawned in a wall and are unable to move. See the screenshot attached.

The art style is also very "busy". Not my cup of tea, but it sure is unique looking! ;P


This actually had me hooked for longer than I thought, and also proves how bad I am at these type of games.

Managed to get one 50k+ score, but I don't see myself beating the high score any time soon.

I'm not sure I understand what you mean with a timer?  The only timer I have in the game is one that checks if Bob hasn't moved for a couple of seconds, to prevent becoming stuck . The game over on wall collision needs to be there to prevent you from simply moving through walls.


Regarding the cheese, did you manage to move around the button in the last level? I didn't think it was possible, but if so, then well done. Giving more than exactly needed is also a bit of a red herring, though in some cases it can make the puzzle easier than intended I guess.

Your last point is 100% valid: I basically wanted to make many more levels, but ran out of time fixing other issues. So it's more of a tech demo than a game I think, all it does is present new mechanics in fairly simple puzzles.

Thanks !

It would be hard to play this for hours in its current state, as I never finished making the number of puzzles I wanted, but glad you had fun with this little tech demo.

You get to choose
(Source: I joined this jam in previous years and always got to choose my own course)

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Oh wow that's actually hilarious.
I'm gonna check how that even happened, because it should just match the flag by country code, so I am reeally curious how these 2 countries specifically got their flags mixed up.


Edit: Looks like it's all my fault ;P
The countries where in the list by their official name (Korea (the Democratic People's Republic of) / Korea (the Republic of)) instead of North/South Korea so the mess up was all mine :)

Very well fitting on theme of course and a quite interesting small god sim to play.

I managed to unlock the 3rd power, so I don't know if there are more, but it definitely has a learning curve to it.

As for feedback: a visualization of what you would hit with your power would be very helpful. Hitting 2 grain fields with 1 rain is paramount to getting a high score and knowing you won't hit the grain field when trying to fireball a villager would also help a lot (my poor grain field !)

Great job  !



It looks great and 10 levels is a lot, especially since I fail to even finish level 1. Maybe the first level(s) don't need the added difficulty of the asteroids, since aiming is hard enough already (well at least for me apparently).

Are there any other controls besides launching and boosting?

Yeah, there is no guarantee you get countries close or far apart. I thought about making matches and do a difficulty setting that way but time ran out. And anyway: a pass is a pass!

I was drawn to this because of the heavy UI look (aka something like I could have made, since I suck at art ;P) but I am not really sure what to do. There is too much textual feedback and not enough information what this means.

This really could use a good tutorial or better set goals, as I was now simply clicking stuff.

Smiting them all was kinda fun though ;P

Thanks for the kind words, and congrats on your great score ;P

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Easy to play, good looking and fun to explore.

It does have a bit too many elements in my opinion as the options simply explode with every new element added.

Would maybe be a good idea to highlight some as "end of the line" elements so you don't have to keep trying every combination possible. 

Also I would have liked a more obscure hint system than simply telling me what to do.

for example, the hint could be something like "try to create Lava" or "you should combine Air with something" to nudge the player in the right direction instead of just telling what to do.

Overall, nice entry and I did have fun, so ++ !

I am a pure backend developer and SO bad in anything related to art or UI (and I agree, it could use a LOT more love in the UI ;P)

Lovely concept, well fitting music and lots of humor from the Scientists (Game over man, Game over !)

The wall jumps were fun, until I gathered too many scientists, at that moment they became more of a hassle which is a shame as was enjoying the game a lot until that time.

I even thought I got myself stuck when all the other scientists landed on top of me, but then I remembered I could switch.

Great job overall !



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Interesting prototype start. 

Took me a while to understand what I could do besides rotate the room and after that I thought I had no influence over where to place items as they seemed to appear randomly.

But I think there is a bug with the RayCast(?) that determines where to place an item. It only seems to work correctly in one room rotation.

Saw in other comments that you have pre visualization on the list and I agree this would be a good addition :)

Well executed and genuinly fun spin on the clicker genre. It was nice to really tailor your build to maximaze synergy.

The Timer increase cards could be lowered a bit, since they make the days take just a tad too long to still be enjoyable (aka carpal tunnel setting in ;P)

But I think my Food focused build did quite well: