Thank you! I'm glad you're a snowman believer, that's my favorite one as well :)
NoahCrawfish
Creator of
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Just went back and finished the game and I can't lie... it's cinema!
I'm incredibly impressed by how distinct and deep each area feels in design. Every area felt like it was much more expansive than what was shown, which is so hard to pull off! The last time I felt that was playing Silksong.
My favorite area was definitely The Spire Vault. It had such a nice color palette, and I really enjoyed the dimensionality of navigating through the metal shelves in the beginning. The way you do damage to the boss at the end of this area was clever too!
The reveal at the end of the role the square and triangle characters play was very well executed! Nice aha moment!
I'd love to play more of this if it turns into a full game! I think if some of the art was cleaned up (mostly the mixels as I mentioned before), the physics was polished a little, and there was more variety added into each area and boss fight you'd have a super solid Steam worthy game! But for a 7 day game jam this is such a good start. I can tell a lot of heart was put into building out this world!
One of my favorite games I've played so far, and I've updated my rating! Good job :)
Adding to what Zucchini said, I think that generally the way you approach a room doesn't change whether you know you have exactly 10 seconds left vs exactly 15 seconds left. At one point we did have a more accurate stopwatch timer, but we felt the water level lead to much more exciting moments since the tension really ratchets up when the water speeds up! Really happy to hear you enjoyed playing :)
I was a little frustrated by the movement at the start, but it started to feel really nice as I kept going and adding more guys to my raft! What helped a lot was using scroll wheel to change the direction of my next shot when I slowed to a halt. Most of the frustration from the beginning came from my spin stopping while my gun was pointed in the wrong direction. Some way to mitigate that situation in the early game could be nice.
But once my raft was full and there were a bunch of enemies on the screen this was a blast! My favorite weapon was the loudspeaker. It had such a satisfying noise as it wiped out the area in front of me.
I think a game like this could benefit from some sort of combo mechanic to incentivize chaining shots together, which would naturally get harder and more rewarding to maintain as you spin faster and faster.
Great game though, I had a lot of fun :)
Platformers are my favorite genre so I was really excited to play this! And you guys have a cool start!
I really liked the world building you managed to achieve in just one week. I got stuck on the screen in the image, I managed to drop the chain, but I'm not sure what this does and everything just feels walled off. I really wish I knew how to get past this, because the other areas from the screenshots look really interesting! Probably some sort of visual queue to indicate what should happen here would help a ton.
I noticed there's generous coyote time which I appreciate, however there wasn't any input buffering on the jump that I could notice. Would recommend that as well as it's a pretty similar implementation! I also noticed that if I held an input while I died and then respawned, I wouldn't move in that direction. But when I released I would jolt in that direction briefly.
I'm also not a huge fan of the mixels.
But those things aside, I had a great time and really wish I knew how to continue so I could try the rest of the game!

I really liked the concept of being an alien tasked with destroying earth, super unique take on the theme!
As others have pointed out, I wished there was some form of visual feedback that my disasters were doing anything. I wasn't sure I was playing the game correctly until I noticed the progress bar at the top filling up. I think it could feel very satisfying to see cities blown apart.
I also found the gameplay rather slow paced. There were new events, but it wasn't clear how they affected my overall strategy of click on a random city once my spin refreshed. Some more visual feedback would help a lot here too!
Overall this is a solid start! I love Plague Inc. so I think this has the potential to be very addicting :)
This was a cute game! I loved the voice acting, you make a very convincing mad scientist.
I won on my second attempt, on my first attempt I died because I didn't realize that if you bought a module and went under 0 energy from it you would instantly die. This makes sense in hindsight, but maybe it would feel better to not be able to buy things you can't afford.
I would've loved to see a little more depth to the mechanics! I didn't really need to interface with the hamster stats at all, since I was able to gain energy at a pretty solid rate just from 3 base hamsters. Some form of scaling as the game progresses could fix this.
But overall this was a fun time! I had a lot of fun dragging my hamsters to and from the wheels, juggling them all to make sure they wouldn't die. You could definitely lean harder into this aspect of the game and have a very thrilling and chaotic gameplay loop as you get closer to winning but more and more to manage at once.
This is a solid start to a satisfying vampire survivors-like! By far my favorite part of the game was when I got the electricity and I was able to dash away to my heart's content. I really wish this was the default movement for the game and everything else was balanced around that. Because the moments where you can't dash are much less interesting. You crafted a really satisfying and juiced up dash, so I'd recommend leaning into it more!
This was a fun take on the random spin the wheel type games! It felt really nice slowly tilting the wheel in my favor with each shop.
My main piece of feedback is that the gambling mechanic didn't feel very balanced. At the beginning it's never worth it since the odds are very likely you'll just lose your bet. It felt much more effective to just spin for money up or jackpot slots. However by the end I was able to get my whole wheel cursed, and by then gambling is just doubled money each spin. I think it has a lot of potential to save a losing run in an interesting way if tweaked a little more, so I'd love to see this mechanic refined a little!
I also was able to get rid of the gun game slot early on, so I didn't interact with that part of the game at all throughout my run. It probably shouldn't be possible to do this lol.
But regardless I still had fun playing! Good job :)
The atmosphere here is incredible! Very eerie hearing every character with the same footsteps. Really makes you feel like you're wandering the ethereal plane.
My only two critiques are the horizontal movement felt a bit touchy, and the wheel felt frustrating more often than not. It's cool that it serves as a stand in for the circle of life metaphor, but as an actual gameplay mechanic it felt fairly obtrusive. Rerolling over and over to get the right character doesn't feel the best.
But overall I still had a great time! My favorite part was discovering what each character's ability was. I also forgot about the opener where you enter your info so I got jumpscared by the gravestone lmao. Good work!
It was very satisfying seeing the auto clickers speed up and my bingos becoming more and more frequent! I do think it's a bit of a missed opportunity though to not have a more physical way of choosing the number, such as it falling out of the bottom. Having it just randomly chosen from a spinning wheel makes the wheel feel rather arbitrary.
One of my favorites I've played so far! Such a cute little game with some great puzzles. I beat all the levels and the one in the image was my favorite. Very clever! I also really liked the one where you had to stack the three cards to move at once into the finish.
Pretty much no notes from me. The only thing I wasn't a fan of was the 2nd to last level (I think?) where the gimmick felt like a gotcha. Not super engaging.
But other than that, I had a lot of fun! I'm surprised you were able to get such a variety of puzzles out of such a simple mechanic. Very well designed :)

This is really impressive! Super polished looking for just the 1 week time span. I beat the game in 8:32 :)
The juice on the space bar dash move feels so satisfying, and being able to chain dashes into enemies instead of it flipping your gravity is a great design choice. Hitting a combo feels so good.
My only real issue is that some of the attacks felt like they weren't designed with the player's moveset in mind. There were times where the spread of swords felt impossible to dodge on the 1st and 2nd bosses. They'd spawn and I'd see them angled downwards but I was already moving downwards with no way to dash up. In that situation I tried dashing and not dashing and got hit either way.
I also feel like dodging a lot of the attacks relied more on the lateral movement than the vertical movement. For example, I found out I could dodge the spread of swords more often than not if I drifted behind them. However, the most satisfying part of the game is dashing up and down, the lateral movement in comparison feels a bit floaty. So using the lateral movement to dodge attacks feels lackluster.
There was one attack on the final boss that felt perfectly designed. When the swords spawn in a circle I could reliably use a combination of up/down dashes to weave through the boss and get on the correct side of the swords. Easily my favorite part of the game, this felt so cool to pull off. Would have loved to see more attacks with this sort of dodging in mind! Or perhaps a slight tweak to the players moveset so the other attacks feel more engaging to dodge.
But overall I really enjoyed playing! I'd love to see this refined more into a full game. I feel like I had to dig a lot deeper for my critiques than other games because you clearly know what you're doing. Good work!
Thank you!!
I think one way to approach puzzle design is to design around two naturally contradictory things, since this can quite quickly turn into complexly coupled mechanics. In our case, the initial pitch for the game was "Each doohickey can be solved by rotating its orientation on the vault, but by doing this you also rotate all other doohickeys, potentially unsolving them." Then from there it was just experimenting to see what specific mechanics would lean into that idea the best!
But that's just a rough outline of how we designed this game, there are countless ways to go about it :)
I had a lot of fun playing this! It was super satisfying seeing all the stones split up and bounce off into the distance on a perfect throw. One thing I really appreciate here is the sound design. I think you picked the absolute perfect stone skipping sound, I could listen to it all day and I think it adds a lot to the feel of the game! Would love to see this expanded with more upgrades. Really nice work :)
Wowwww this is easily my favorite game I've played so far! The mechanic is so incredibly clever and you explore the gameplay possibilities so thoroughly and elegantly. There were multiple times playing that I gasped out loud at how smart the rooms were. So impressive for a game made in just a week! And the squid is so cute, I adore the art style. Really good work, you should be super proud of this and I would instantly buy this if it released as a full game later!
This might be the hardest game ever made!
Very nice use of the theme, this is one of the most original takes I've seen on it so far! I like how you blended the spinning mechanics with the saying "my mind is spinning". Also the art style here is great!
Good job! I'd like to come back to this and practice some more so I can get a little further :)
I managed to beat the game with just 1 death! I really enjoyed seeing all the new asteroid types as the waves progressed. Some way to encourage hitting objects towards a certain direction could be really cool and add some more depth!
Overall this was a good time, nice work! And a giant rocket-powered ping pong paddle is a very original idea :)
Super cute theme with this :)
I think my favorite minigame was the seesaw! I found the merry go round very hard to win, since there was always one paw that would spawn right over me and I couldn't react in time. But overall I really appreciated how intuitive each gameplay section was! Also the art was perfect.
I really like the idea of flying progressively higher and getting upgrades for later runs! However my main piece of feedback is that after visiting the shop once I was already able to fly infinitely, I think giving the game a balance patch could help a ton! Also, for some reason the birds and the planes didn't kill me? But regardless I still had fun :)
I had a ton of fun with this, I ended up beating all 16 levels :)
My main piece of feedback is that it was very unclear how the game worked at the beginning. It took me about 5 minutes to get fully oriented.
But once I knew what was happening I had a great time doing all the puzzles. It felt very satisfying to figure out different strategies. Most of my routing ended up focusing on bringing the blue and red paths towards each other, knowing that the paths had to merge before the innermost ring with 1 exit.
I would love to see this expanded with more puzzles! Many of the later levels had a ring in the middle with just one exit, so by then you've combined paths and it's very easy to make it to the outside from there.
Overall really good work! This is one of my new favorites!
Swinging around is so much fun! I loved the design of the final section with the blocks moving up and down that you track through multiple times. I did find it difficult to scale walls when there wasn't a ceiling around, but that situation only happened a couple times. Oh also the end screen was very nice, big fan! Good work :)
I had a lot of fun trying all the different guns and abilities. The shotgun was my personal favorite. Although after spinning I'd instantly begin without getting the chance to read what my weapons did! But that didn't have too much of an impact on the gameplay. The highlight for me was the wonderful voice acting. Good job guys!
One of the most serious games I've played so far! The sketchy art style was super unique and cool. Audio would've been nice, but I'm sure you know that. I think the shop was per slot? I intuited this eventually, but it wasn't very clear. Either way, I still enjoyed the game :) The cutscenes were also very amusing. I ended up getting the ??? ending since I just had to know. Good job with the game!
