I loved this! Very satisfying gameplay, great use of the theme, awesome visual metaphor at the part (no spoilers). A great entry that I was sad to be done with

Thank you so much for your comments! I'm so glad you were able to emerge yourself in this little tiny world, even if just for a moment :)
Your suggestion is excellent!! I'm planning on doing a post-jam update (at least a minor one) fix some bugs and quality of life issues, and I'll definitely be adding arrow key / W(A)S(D) support!
Wonderful entry! The aesthetics work so well together. Movement feels great, there is a lot of expression in deck creation, especially since the upgrades are sick. I might have missed it, but at some point I forgot all of my upgrades and wanted to see what they were. But other than that, this was super fun and an impressive jam entry!
Also this isn't directly related to this entry, but I love your website! Such unique design it was cool getting to see the full scope of projects you get up to :). Keep making and sharing!
Wow, I love your analysis and interpretation! The main focus of the game was not explicitly about exploring musical ideas, but the music, visual, and agentic elements are all tightly coupled. The first thing I did when I heard the jam theme was create the song. I knew the ideas and feelings I wanted to explore, and felt that the easiest place to start was the music.
My intent was to explore balancing community, reflection, and production. I’m first and foremost a drummer, so rhythm and reflection go hand in hand. I drum constantly on myself and the world when thinking through problems. I was torn between where to place harmony and melody. On the one hand, harmony feels perfectly paired with community, and this was my first instinct. But ultimately I felt that the character of melody matches my relationships more accurately, and that the production of art (and other works) feels much more similar aesthetically to the concept of harmony.
I’m very touched that you appreciated the music so much as to make this comment – thank you very much for playing and sharing your thoughts :)
Absolutely stunning. I've played a lot of game jam games over the years, but I believe this is my favorite. It's beautiful in its mechanics, its aesthetic, its readability, its simplicity. Almost every puzzle felt so effortless and intuitive, yet impressive to solve. I audibly said "wow" many times from just appreciating the beauty in the patterns you created in your levels. I've played games in jams that have "more" of everything, but this game just feels 100% finished and explores its universe of ideas elegantly. Genuinely a triumph. If this doesn't make it into the video, it's a crime against the jam itself. Incredible job, please keep making puzzle games.
I enjoyed this; I often make rhythm/music-heavy games, so I always enjoy seeing others' takes. I do feel like the amount audiovisual delay coupled with tight timing made this a bit too hard to fully find myself in a flow when played as intended. However, once I was able to get a good sense of the BPM of each level, I would just close my eyes and take my headphones off and typically clear the level on the first try. I know first hand that this is not on you and its a limitation of the engine + web export, unfortunately it's always a bit of an annoyance to deal with. Solid entry and use of the theme.
I love this comment so much, thank you for playing and thank you for taking the time to sit with these themes. What you're feeling is the primary idea I'm exploring with this idea, and it's very satisfying to know that that message is coming through (always a bit of a risk with abstract expressionism)
I for sure understood that meaning from your game, I was just curious what you actually called the scenes themselves. I just think it's fun to know precisely how the creator is thinking about their units of their creation, and in this case your individual scenes are those fundamental units! But I do appreciate your response and agree with your views.
Efficient commentary, lovely aesthetics, accessible mechanics -- well done! That chomping animation is particularly well animated and satisfying, and I love the quips from the "'creative' 'directors'" above. I'd love to know what you refer to those guys versus the guys being consumed internally:
var poser_creative: Poser = poser_scene.instantiate() var actual_creative: Victim = artist_scene.instantiate()
(maybe you're less cynical than I am haha)
Great visual aesthetics. I love the use of minimal shapes and colors combined with movement. This made me realize how frequently I'm off by 1 when doing mental math.
One thing I would've appreciated is some memory of where I was placing the triangles before I inevitably failed and had to restart on some of the trickier puzzles. I was organizing the game space with clusters of triangles that formed plausible combinations. I thoroughly enjoyed doing that combination using the provided game space, and that process would've been made even more enjoyable if the triangles remained in the locations I positioned them too across tries. Just a small quality of life upgrade -- it did not significantly detract from an overall enjoyable experience :)
I love the models so much haha. After I collected all of the available down it didn't seem like any more spawned, but I was still having fun running around. I too understand the struggles of wanting to jam while having to juggle work and family, and I'm happy you were able to publish something this year :)
I appreciate the feedback! I think having a path projection while you're setting the track is a fantastic suggestion, thank you so much. I think this would increase a lot of the intentionality of the easy part which is first loop planning, since ideally I'd like the fun of these puzzles to come from the emergent interactions with multi-loop puzzles.
Not sure when my words will get scored, and it took a while to figure out I had to overlap my tiles, but I had quite a lot of fun with this :) Very unique and definitely captured my attention for more than probably any other game, although I did used to play a lot of scrabble so trying to figure it out in this hex grid was pretty fun
Nice to see another cellular automata puzzle game ;)
Creative use of different color types. I agree with another comment that brute forcing was a big part of the strategies, but part of that comes from having to figure out what new colored tiles do. Overall it has a bit of steep learning curve, but that's not super surprising given the nature of these types of games.
Honestly super fun, one of the more enjoyable submissions I've played this year. Good enemy diversity, I feel like the line length is pretty fair. I feel like if this had more secondary loops like powerups (think Vampire Survivor-likes) this would be a pretty addicting and rewarding game. Well done!
I appreciate your detailed feedback. I was going for a "no text tutorial" with the flashing squares, but that seems to be a hit or miss for some people so I created some gifs in the description.
The sequence positioning seems to be an interesting phenomenon. The original mechanics were that spawning gloops would make progress on the first beat, but this was confusing to my sole playtester that didn't develop the game, so I changed it to her mental model thinking that she was less biased. But literally every other player afterwards has complained about that haha. I agree overall though that it needs more consistency. Thanks again for playing
Love this one! I also created a grid looper, but this one feels a lot more like the classics. I loved Light Bot as a kid and this gives big Light Bot vibes. Great submission. One thing I'd modify is to make the ground tiles and wall tiles slightly easier to differentiate, and maybe make the loop speed get faster over time since a lot of puzzles require empty commands. Otherwise, a great submission for the theme :)