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NovaSnowfall

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A member registered Jul 28, 2025 · View creator page →

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really cool take on this

only thing i’d say is that balancing this concept may require quite a bit of work, i’m personally not sure how i’d approach this, but i feel that decreasing attack stat is much more optimal compared to other strategies in the current state

i guess if you have more ways to modify how the points are used/efficacy on certain things that might work

also very random thought but maybe you could try decreasing specific digits instead of the numerical value in certain instances, might be a fun experiment to try

this is so relatable omg

the forgetting to wake up at least

gameplay is really nice, my only notes are 2 minor bugs:

  • both atk and speed seemed to go up (im not sure if this is intended or if you are meant to choose one or the other)
  • the timer bar seems to move left and right slightly after each (maybe some pixel-alignment snapping or smth, ig you could just put the bar behind the frame and move it slightly to the left or smth to fix it)

love the voxel graphics and chaotic gameplay

as mentioned on-stream just be aware of the origin point for rotations whilst walking, that should fix the collision bug

additionally, it might be cool to add some more types of bomb or interactions or hazards n stuff, maybe something like areas of the map where there’s a spill that results in sliding physics or something

overall really fun game tho, good job >W<

peak game, would love to see you develop the concept >w<

nice cute timeloop puzzle game, completed in 14 days :3

i feel like maybe adding some more ambience n music would make it more immersive :3

this is an astonishing amount of polish for such a short amount of time, strong hollow night artstyle vibes

notes:

  • lightning is op lol (as you saw)
  • i would love to have some way of putting down some sort of platform down beneath some scaffolds to sorta extend the island

awesome game, which worked so well with the additional limitation of the game boy

honestly i feel like the only thing i was a lil confused by is what counts as the death area, since sometimes the walls at the top of the screen looked like it makes the eye only attack the middle

loved this, ig maybe some flashier animations on combobreak and stuff would be cool, if anything think it could just feel a lil more animated

great job with the visuals and sound tho >w<

even though we only got to see a small window of this, said small window had a vast amount of worldbuilding

also the visuals are stunning, not really seen visuals of this type used for a game before but they work so well for a story game

i think having some kinda alternative control scheme for the clocks might be nice though, it kept on bugging out and skipping ahead 2 hours and such for me

overall great game, good job >w<

yeah, it might be worth me adding some visual + maybe sound effect for time decreasing on dash

ty for playing, just watch out for where you’re zooming to >w<

mmm evil levels :3

fun puzzle platformer!! got 10:16:34 :3

good choice on sfx and music, it works really well on this

honestly my only note for this is i think i’d appreciate more vivid/attention-grabbing visuals to show what stuff is disappearing/appearing on flip, e.g. the portal on level 14 i think is also missing visuals

other than that though, this defo has a ton of potential and i’d love to see more levels for this :3

yee fairs, its a difficult balance to strike

hope you find a nice solution to it tho, this is a cool concept to expand upon >w<

and yeah i try to give detailed feedback where i can since my selfish reason is that it means i have more well-made games to play :3

yeah the last level is hard, if we continue after the jam, we might add a few harder levels before the final level to make it feel like less of a jump

thank tohru for the completing level sound >w<

tyy, yeah those levels were tweaked quite a bit whilst regular dash counting down was being implemented

hope it was not too frustrating though >w<

this is such an unhinged concept, and its well executed

just a few ui bugs, which im sure you’re aware of already meow but yea, this was fun xD, mustve been a massive task drawing and writing for this

yeah, maybe if the team decides to work on it a bit more we might add it as a keyboard command

tho some of the puzzles are kinda evil and thrive off off not seeing tho maybe we’ll add a “zoom out” tile or smth

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short but addictive, and its simple

honestly my only real note is that if you dont make many mistakes at the beginning, you can kinda easily reach the point where you’ve zoomed out for aages but theres not many blocks, so if you’re fast at tapping you dont get into the proper mazesolving

not sure if you’d want to do smth like adding black blocks at the start + when it expands but it might be worth considering, tho i feel it’d take away from the core concept, so maybe smth else would be better

yeah, we were having issues with the countdown from teleport, so the implementation of it + rebalancing and re-playtesting for the levels were done right at the end

i hope the puzzles were enjoyable tho, despite being tricky :3

yeah, we did warn you in the description that he gets upset with landmines :c

ty for playing tho meow >w<

yup, i was like “we need a level to serve as intro to the death mechanics” and alia made something truly evil xD

definitely feels like its wizard time

sound design is awesome, though in some cases where you’re shooting through a line of enemies, it can get a bit overly loud.

its not immediately obvious that you cant control spells, and that they are constantly auto-casting. i feel like adding chanting or something might be a fun way to help with this, you can probably keep the fun stylistic ui that you currently have as well depending on how it feels

yeah i think i overcooked the last level by making it a bit too difficult

d’y know which part of the last level you get stuck on? i might adjust it after the jam if it feels unfairly difficult in a certain place

tying the movement of time and counting down and up depending on movement is really unique, kinda reminds me of superhot

was initially a bit confused about not being able to just jump over enemies n stuff tho

notes:

  • the “being trapped in the time loop” and enemies running out of bullets mechanics seem a bit confusing. im guessing you lose time overall by walking and if you hit enemies? still not fully sure what leads to enemies running out of bullets tho
  • the grab mechanic doesnt seem to do much either
  • slight bug with the timer where if you use a launch pad going backwards, it’ll rewind further than it should (infinite time glitch)

overall tho, really cool concept and the pixel art is awesome!

very fun! tho the controls take a bit to get used to and this might’ve benefited from some form of tutorial of some-sort

the atmosphere is also suuuuuuper unsettling

additionally, im not sure what exactly happened but i think there’s something up with arrow collisions somewhere since i saw an arrow do a cool 360 spin and miss bulls-eye

tyyy >w< Bliz came up with the name that we eventually settled on, only a couple of hours before we submitted. aaand as for the squid noises… lets just say that Frosty is credited as voice actor for a reason xD

fun twist on slay the spire >W<

love the enemy formations, and the sound design is peak :3

think there is a minor bug where sometimes enemies wont move onto screen but will just sorta spawn without animation

i feel like the high amounts of vertical movement does add to how dynamic and fast it feels as well ^_^

update: this person is doing donuts, idk if i paid them enough to stop this tho

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really addictive game, i feel like it also serves as a sobering echo of real life practices of company expansion

artwork is nice and clean, and the premise is a nice take of those idle games, the initial transition from maze-solving to management was fun

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Very simple and polished :3

loved the retro artstyle

though i think the attack debounce or smth mightve needed a bit of a change, i think i clicked my way through this a bit too fast

also would be interesting seeing more puzzle-ish mechanics or longer levels from this if you expanded upon it in the future, at the moment I feel that you can mostly just kinda brute force your way through it by rushing to the end

fun that you picked up on that >W<

I’m pretty sure when we were in the initial planning discussion, Frosty mentioned that game, it probably was an influence for quite a few of the ppl on the team

i’ll be real, on my ???th playthough (which i got that score) i started using both wasd and arrow keys to move, it reduced my travel time for the levels

eventually died to a level where i had to basically travel through the entire maze T_T

not sure what i did but it sometimes seems to bug and just suddenly cut to black for me

cool arcade filter tho

very cute artstyle, love the wavy animations puzzles felt like they were just getting started

this is definitely something you can take much further :3

yea that’d be cool

i think this is also the type of game that could benefit from some fun storytelling or worldbuilding weaved into the minigames themselves :3

ty for the game tho, was a nice typing test break xD

i love how cursed the graphics are lmaooOOO its funny asf

after the jam, maybe use a floor function to show amount of time left, or some other way to add leniancy meow >w<

so you dont end up where the microwave shows 4s, you throw smth in with 4s left and it still has 1s left :c

btw also as a heads-up be careful with linking updated itchio submissions for the jam, i dont think its allowed to even link it tbh

congrats on first completion!

personally i feel that having to spam open the shop and buy time (especially at the start) is a lil frustrating when paired with not being able to see the map in cases

but awesome that you manage to complete this time ^_^

nice puzzle game with great pixel artwork, would love to see this developed further

very monotonous, but i guess that is the point xD pixel art is awesome, just needs the sfx to be added back ig

awesome job for first completion >w<