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Nozomu Games
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It’s hard to put into words, but even though the gameplay was so cryptic, I liked the experience. Cosmos makes everything better.
I have no idea what the game wanted me to understand when I got to “feasting”, but I went with the vibes and found Earth in 4-5 iterations. If this was intended effect, then mad props, it felt awesome.
People usually don;t like longer experience during jams, but this is exactly what I’m usually looking for. For game to suck you in with its slow burn.
Immencely loved the general idea and the gameplay, congratulations! As others already mentioned, animations were a bit lacking, maybe I’d add “slippery corners” when it was a bit hart to stick the climb. But apart from those small things, super solid!
This was fun indeed! I’ve almost finished second level without jumping, haha, was a cool test of patience and dexterity. Maybe a dynamic shadow on the ground could help with the height perspective a bit.
Overall, I liked how this marble felt to control, it was never “unfair” which is hard to achieve. Good job with the first solo jam
In one of the emails I received near the end of the jam, it was stated that we’re allowed to update the game after public voting is over:

And indeed after 6 CET yesterday the block on “edit game” page was lifted and I could update the game (for now with just a couple of bug fixes and a new poster, but was planning a bigger update soon). But I left an original version too just in case. I’ve also seen that some other devs from top-20 did the same.
And this makes sense because I’ve seen how this usually works at other jams for organizers: after the voting period is over and we can update our games, organizers still have original versions of all participants’ games available on the voting page.
But I suspect that for some reason those builds were not shared with all of the jury, as I see now a stream of one of the jury who just plays the current web builds: https://www.twitch.tv/derhauge
Maybe it’s also some special functionality for them, but just wanted to point this out and ask if everything is under control, just in case.
This weekend we participated in a local 48h gamejam, and we made a weird dungeon crawler with broken movement! Partially strategy, partially puzzle, partially metroidvania.
We got to top-20 and are now waiting for jury to play and give their verdict :)
Hope you’ll give it a try! (It’s around 30 minutes long)
https://nozomu57.itch.io/turn-of-events


As one of the 6 “late submitters” from top-20, I sense some need to explain.
On our side it was literally one missing tab in code which prevented from completing the game if you used “Undo” button even once. (but not from playing). If the organizers said that late submission would disqualify from jury voting then we’d just leave it be with that bug, players could play for 15-ish minutes without even noticing anything. Judging by the discussion board, some other submitters were less lucky and had some problems with uploading files or even filling the form in the last minute.
A lot of bigger gamejams are rather forgiving in this matter: GMTK gamejam always gives +1 hour for everyone to late-submit the game without any penalty, and Ludum Dare even allows to fix critical bugs/broken builds at any point. Of course those gamejams don’t have any money on the line, just wanted to give some examples of unstrict deadlines. We are all humans, after all :)
And I’ve seen a topic in this jam about late submission that didn’t have any major reason to be late apart from just being late, and organizers decided it was unfair for it to qualify for the prize.
But. I 100% agree that stuff like this should be written in the rules in the future. Just as simple as “we accept late submisisons first hour after the jam ends if we decide that the reason is strong enough, write at this email address” (or, as GMTK does, just state “we could extend the deadline for 1 hour more in case people need it” and then just always extend it). It’s not ideal, but I don’t think that sticking to “super strict deadline” is good for organizers either, the bitterness of something breaking right around sumbittion time is as bad and will leave a bad memory of the event for such people…
Also I must say that submitting the game 30-60 minutes later will never change the game drastically. Good game will stay good, mediocre game won’t become good. In that 1 hour you physically can change only stuff that will transfer the game from “unintentionally broken” to “playable”.
I understand that all this won’t change the fact that this was all a bit unfair in current gamejam, but I wanted to add another point of view to “late submission” topic in general.
I’ve already reported this via itchio built-in button on submission page, but just to make sure that organizers also see&investigate this.
Current 12th game Kaputt Delivery (https://itch.io/jam/puls-game-jam/rate/3398724 ) is a direct copy of a Ludum Dare 53 game Fridge Floppers: https://split82.itch.io/fridge-floppers
I participated in that Ludum Dare edition so I immediately recognized it. I don’t know if it’s different authors or not, so I won’t discuss legality of this, but at least using old games is against the rules.
We can make at least one more team happy and put their game from 21th to 20th :)
It’s just win 11 laptop (modern one) with Chrome. I must say that crash happened after like 50th death or so, maybe this could help.
The good thing is, the game saves your state after reload, so all good! Completed it twice: with 2 sparks at first, and then with all sparks :)
Platforming was tight in some places, but I enjoyed the game immensely. Good job!
Couldn’t stop until I finished the game! Didn’t understand the mechanic with limited “global fuel” at first, but it’s sooo clever. Really urges you to optimise :)

The only problem was that it was hard to identify ores on the planets, a lot of similar colors… But apart from that, a super cool game! It’s very clever and addictive!
Hooray, second try! My eyes hurt from screenshake but I’m happy :) Thanks for making this!

My DDR/ITG senses were waaay off, because of broken timings of arrows (not synced to the beat) and because “up” and “down” arrows are different from the layout that is etched into my brain :D
But could adapt to it on the second run, broke the combo just 1-2 times.












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