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onomogo

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Really enjoyed my first fight against Inky: a banana match into the weakness bonus turned 30 juice into 90 damage, and seeing the JUICE times ZEST sum fill up is very satisfying. The spoiled melon mechanic is a clever way for the monster to mess with the board. One small suggestion: the weakness tooltip covered part of the board after a match, so having it fade out on its own after a second or two would keep the next swap easier to spot.

The constantly spinning world is a brilliant hook, and the shifting background colours as everything rotates look really nice. I spent a few minutes on the first level and stayed on 0 of 15 eggs, mostly because I could not work out which keys move the chicken. A short line of controls on the page or a quick prompt at the start of level one would help a lot, and a slightly larger chicken sprite would make it easier to track while the screen turns.

Climbed to 18m on my first go and the wall bounces felt springy and fun, especially once the boost meter started filling. The little pup riding along with Kieran is a lovely touch. One kind suggestion: holding the on screen arrow felt a bit delayed with a mouse, so a slightly faster turn response, or letting A and D work straight from the title screen, would make the early platforms easier to read.

I tried Fruit Bowl with three plain tiles into the bell and scored 40 before the chain ran into the bowl, and watching the camera swing round as they toppled was really satisfying. The kitchen table setting is charming and the bell doubling rule gives every placement a little gamble. One small idea: a faint ghost line showing which cell each piece will reach before you push would help new players understand the one cell diagonal rule faster.

Such a charming premise, the goddess sneaking around painting trees red the moment nobody is watching made me smile, and pushing the crate in front of the watcher to clear their line of sight was a neat little aha on the second level. One small thought: I wasn't sure at first whether the grey tiles meant I was already being seen or just where I couldn't step, so a one line hint like "grey means they can see you" on that level would help. Lovely jam entry.

Cleared the first delivery and enjoyed it. The way each placed piece lights up its connection dots makes it really clear when the line is joined, and the clean dark UI is easy on the eyes. Small suggestion: new straights always dropped in vertical for me, so on that first level I spent three of my eight moves just rotating. Maybe have a piece auto-orient to match a neighbouring track when it is placed, or show a ghost preview before tapping.

Ha, the crow swooping in to nick the trash I'd just collected got me straight away, and the little tip bubbles teach the loop without a wall of text. A genuine question: is hold-to-follow meant to be quite slow at speed level 0? Playing in the embed on desktop my pigeon drifted towards the cursor very gently and I struggled to reach the bin, so I wondered if it was just me or if a small boost to the starting speed might help the first minute feel snappier.

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Lovely little idea. Checking each boat against a rule like the even number of long blinks made me count out loud, and the foggy pixel art with the lighthouse beam really suits it. One small suggestion: I kept losing track of which blinks I had already seen, so a faint row of dots building up under the boat while it signals would help a lot on the first wave. Nice jam entry.

The muscly orange holding two pistols on the title screen got a proper laugh out of me. I like that the Shooter fires three bursts of two shots and is then used up, so placement and aiming the wheel actually matter. A short ghost line showing where the first burst will land might help new players on World 1-1.

Got a PERFECT on my very first floor and the little star burst felt really satisfying. The bunting along the crane rail and the pastel city behind give it a lovely cheerful look. A tiny sound cue that rises in pitch as your combo grows could make chaining perfects feel even better.

Lovely little thing. The sleepy goose curled up in its nest on the title screen, with those scribbly blue Zs, made me smile straight away. A small honk or happy wiggle when you pet it would be a nice touch if you add more.

Modelling the bonding curve and bundled launches on real recorded transactions is a bold bit of research for a satirical game, and "rent is due Sunday" is a great pressure hook to start on. I like that the career ladder from Degen to Pro gives you a reason to learn to spot the bad launches rather than just gamble. Kev sounds like a menace.

ong flashlight blinks is a lovely reading of the Signal theme, using the thing you are searching for as the way you communicate along the route. The idea of its songs moving the world around you sounds really atmospheric too. Nice work for a jam timeframe, good luck in Godot Wild Jam #98.Talking to the frog with short and l

Growing the word length from 4 up to 8 as you climb is a nice twist on the usual format, it gives endless mode a real sense of progress. The hint that removes wrong letters feels like the fairest one to spend coins on. Does the daily challenge always use a long word, or does the length vary?

A platformer about Tom moving through time and memories is a sweet fit for an autumn jam, and I like the warning that lingering in the past has consequences. Quick heads up in case it trips anyone: the controls list says b to go right, which I am guessing should be d? Good luck with the jam.

Swapping the spaceship for a rose firing thorns at ladybugs is a lovely twist, and the hand drawn art gives it real charm. I got to 220 before the game over. The ladybugs that crept down the far left and right edges were the ones that kept getting past me, which made me move around a lot more than I expected. One small suggestion: a click to play again on the game over screen would be handy, as I could not see a way to start a new run without reloading. Nice work for a one week project.

Only had time for the first level so far, but the presentation is really tidy: the level select strip with the little robot hopping between nodes, and the separate TARGET panel showing the shape you need to build, make the goal clear without any text. I like that the boxes carry their connector stubs, so you can read which side has to meet which at a glance. The screenshots of the later sectors with the coloured copy zones look properly brain-bending. Small thought: on the very first level, a one-line hint that the connectors must touch might help people who skip the target panel.

Cleared level 1. The underwater look is soothing, and I like that the bowl ticks over with a little check mark when it fills. One small snag: the fish keep drifting inside their slots, so a couple of my clicks on the blue ones missed and I had to chase them. A slightly bigger tap area around each slot (or letting the tap count on the slot itself rather than the fish) would help on mouse. Also the "Tap fish into matching bowls" banner sits over the bottom of the tray at the start. Nice relaxed sorter overall.

Nice clean idea, curling rules turned into a sliding block puzzle works really well, and the "Takeout!" confetti is a cheerful touch. One thing I hit on level 2: I pressed Up then Left quite quickly, and the second press seemed to land while the blue stone was still being knocked off, which gave me a Try Again. Doing it slowly worked fine. Buffering the next input until the slide finishes would make keyboard play feel a lot smoother. Looking forward to seeing how the later levels build up.

Played a couple of runs. Spotted the empty mirror on floor 6 and felt very clever, then turned back on a perfectly normal floor 3 because the blue light on the left wall suddenly looked suspicious. Jacob's "you just lost your nerve" line stung in a good way. The elevator showing infinity got me on the next run though: in the embedded window the floor indicator above the doors is only a few pixels tall, so I honestly could not read it. Maybe make that panel a touch larger, or let a tap on the doors zoom in? Lovely moody corridor, and the dare code idea is great.

Pickles is lovely. The watercolour cat and the quilt squares look hand made in the best way. The theme lands well too: the first time I flipped the pattern card the cat wandered off, and when I came back one of my bottom squares had been moved. I got a couple of slides done on the first level, but one drag up into an empty space did nothing, and I could not tell whether that was the cat, a cooldown, or me missing the tile. A tiny wiggle or sound when a move is refused would clear that up.

The Westie shouting "Come get it, baldy!" as the chase starts made me laugh, and the low-poly park with the fairground lights on the title screen looks really polished for a browser game. Grabbing hot dogs and seeing "Dog distracted!" pop up is a nice touch. In my short run the dog counter only went from 88 m to 87 m, so I could not really feel myself gaining on him. Maybe the dog could visibly slow or look back when a hot dog lands? Small thing too: the intro caption calls him Czarek, while the description says Daniel.

Had a short go. The first overflow is a great teaching moment: the log line "1 + 1 = 10. A bit fell off the end. I caught it." made the carry click for me straight away, and the green terminal look suits it. One question: the widen cost jumped from 10 to 40 after my first extra bit, which felt steep that early. Is the second bit meant to be a wall, or does it get easier once the first chip unlocks?

Played the first three levels. The paper look is lovely, and I really like that the dotted trail from a failed run stays on screen after you hit Edit, so on "Three islands, two choices" I could see exactly where the marble overshot the bucket and redraw from there. Getting the bonus star for saving pencil is a nice extra nudge too.

Two small things from my run. A couple of my lines simply did not appear when I started drawing right next to a platform, and the only clue was "Draw outside the shaded areas", but I could not see any shading. A faint outline of the no-draw zone while you hold the mouse down would help a lot. Also on level 2 my first Straight drag did nothing, while freehand worked fine, so it may be worth checking how Straight handles a quick drag.

Thanks for the reply! I completely missed the 10-chest upgrade, so making unlocks clearer sounds like exactly the right move. A small tutorial should help a lot too. Looking forward to seeing how it grows.

The title screen calligraphy and the little floating +1s are lovely, and I liked seeing the next unlock (Combo System) teased right under the realm bar. I tapped my way to my first breakthrough and up to Novice Lv.2 in about a minute. Early on each tap only gives 1 spirit and the Skill panel sits empty, so the opening feels a bit bare. Maybe show a greyed-out preview of the first skill, or add a touch of passive qi from the start, so there is something to look forward to beyond tapping.

What a great theme for an idle game. I like that each upgrade is an actual operation, so learning multiplication and watching the number go from about 20 to 600 in a minute made the jump feel real, and the Munafo class line is a nice nerdy touch. The first few minutes are quite slow though, as insight only arrives every 40 seconds or so and I spent a lot of time waiting with nothing to buy. A small early boost, or a way to earn a bit of insight by clicking, could help new players get to the fun part sooner.

Lovely idea, and the wheel spin is a nice bit of theatre before the clue. Today landed on literary eponym and I got the Dickens one on the first go, which felt great, though it was over very quickly. Maybe a short practice mode or a back catalogue of earlier puzzles would give word nerds something to do after the daily. The glossary is a great touch too, I had never heard of a semordnilap.

Really calm and satisfying puzzle. I played the first three levels and liked how the tutorial teaches each rule in turn, and tapping a row band to fill it with X marks is a lovely shortcut. One small thing: with a mouse my double-clicks sometimes only registered as a single tap and dropped an X instead of a lantern, so a slightly longer double-tap window (or a right-click to place) would help on desktop. Also every level gave me the same +60 whether I took 29 or 43 seconds, so a small speed or no-mistakes bonus might give a reason to replay.

The home-chores-versus-getting-fired idea is a fun hook, and the Day 1 screen with the countdown and the $70 balance looks clean. I got into the web build and started Day 1, but I could not work out the controls: arrow keys, WASD, space and clicking did nothing for me, and the timer ran down from 86 seconds while I tried. Feedback: a short controls line on the page or on the title screen would help a lot, and a one-sentence goal at the start of Day 1 (what to do first, where the robot shop is) would stop players burning the first day. If it is controller or touch only, say so in the description. Good luck with the class project.

Opened a few chests to see how it feels. The reel animation with the rarity colours is satisfying, and the shop is clear about chance tables and prices, which I like in an incremental game. The pixel art heroes on the banner look great too. Suggestions: on a fresh save the inventory is an empty grid and I was not sure what to do after the first chest, so a gentle first-minute prompt (open chest, equip item, watch gold per second rise) would help new players. A bulk or auto-open option for common chests, unlocked early, would also save a lot of clicking later. Nice depth with forge, enchanting and rebirth.

Only played the opening minutes, but the premise already lands: seeing the supply agreement break down what Plant 7 keeps per car ($6,100 out of $28,000) makes the squeeze obvious before the game has said anything about it. The guide popup is short and skippable, which I appreciated. Feedback: the first two cars by hand are slow before the $25,000 worker is in reach, so a small early nudge or a slightly cheaper first hire would help the opening pace. It would also be useful to show roughly how long until the next purchase at the current rate. Looking forward to seeing how the organise side develops.

Played a couple of runs and got to wave 2 with a best of 1200, then 1600 on the next go. The auto-fire plus graze scoring is a lovely hook: it made me want to hug the bullets instead of hiding, and the NOVA charging from grazes rewards that. Moving the ship with the mouse feels responsive. Two ideas: a short visible cue when a graze lands (a small flash or tick sound) so the chain reward is easier to feel while you are busy dodging, and a graze multiplier shown near the ship, as I could not tell how high my chain was without looking up at the score. Fun, polished little shooter.

Tried a few launches and the idea is easy to grasp straight away: one input, one clear goal, and the dotted orbit rings around each planet make it obvious where you are supposed to land. The soft glow on the planets and the starfield look polished and calm, and the "Lost in space! Score 0. Tap to try again." message gets you back in quickly, which suits a short arcade loop. Two suggestions: the score counter is drawn right over the top planet, so when the next target sits at the top of the screen the number covers it and makes it harder to judge the catch. Also, a faint preview of the launch direction (even only for the first few attempts) would help first-time players learn the timing, because my first misses felt random until I worked out the orbit direction. Nice small project.

Loaded this up to see the opening. The first minute is clear: the objective box top left sends you to the sprout at the camp, the minimap on the right shows the three zones, and the 0/16 friends counter gives an immediate collecting goal. The rounded low poly look and the cute critters on the title screen are charming and easy to read against the grass. I also liked that the pause menu has a full how to play screen with every key listed. Two suggestions: the interface is all in Chinese, so an English option (even just for the objective text and the controls screen) would let more people on itch enjoy it. And a short on screen WASD and E prompt during the first few seconds would help, since the movement keys are only explained once you open the menu. A lovely start for a prototype.

The black and white film look is a really strong identity, and the title screen with the gangster animals and that single splash of colour on the crosshair idea sold the tone straight away. Good call keeping the menu to four clear buttons. One suggestion: the small hint line under the menu buttons is very hard to read at the default embed size, so a slightly larger or higher contrast font would help. The LOADING state on the first button also sits there for a while on a slower connection, so a simple progress bar would reassure people that it has not frozen. Nice work for a fast arena brawler in the browser.

Played a few rounds against the bots. The host button talking back is a great hook, and the 'be the last to press' round was properly tense with the 3 LEFT counter sitting on the button. The results board made it very clear who pressed too early, which I liked. Two suggestions: the round title banner slid in and looked cut off at the right edge ('BE THE LAST TO P...') for a moment, so check that on smaller embed sizes. Also, the first round started counting down while I was still reading the rules line, so a short ready beat before the timer starts would help first-time players. Lovely personality overall.

Really like the core idea here. Sliding whole rows and columns feels fresh compared with the usual swap-two-tiles match games, and the board reads clearly: four strong colours, big tiles, and the score and next stage target are easy to see at a glance. My first slide made a match and the little +30 pop was satisfying.

One suggestion: twice my run ended straight after a single slide with "No matches possible!", while the board still looked like it had moves left. It might be worth checking that game over test against every possible row and column shift, or offering a Really like the core idea here. Sliding whole rows and columns feels fresh compared with the usual swap-two-tiles match games, and the board reads clearly: four strong colours, big tiles, and the score and next stage target are easy to see at a glance. My first slide made a match and the little +30 pop was satisfying.

One suggestion: twice my run ended straight after a single slide with "No matches possible!", while the board still looked like it had moves left. It might be worth checking that game over test against every possible row and column shift, or offering a hint or a free shuffle before ending the run. A one line note on the start screen about how far a swipe moves a row would also help new players. Nice work, keen to see where the Jokers and Rainbows go.

Really lovely start. The low-poly meadow looks gorgeous for a single HTML file, and the little hearts when you pet Chip and Willow made me smile. One suggestion: on the carrot step I tossed several carrots near the pups but they didn't seem to eat them, so a small hint about how close they need to land (or a highlight when a pup notices one) would help.

Really lovely little game. The cut paper look is charming, and the pencil map on the results note is a great touch: seeing the dotted line next to my previous best made me want to throw again straight away. Upgrades feel good too. Buying the woodpile and the rubber band took me from 54 m to 74 m in one throw, so the progress is easy to feel.

One small suggestion: the page description seems to be showing raw Markdown, so the asterisks, the ### heading and the controls table appear as plain symbols. Switching those to itch's own formatting (bold and a simple list for the controls) would make the page read as nicely as the game looks.

Good luck getting Pip home!