Oop my bad! I see it now
onthezero
Creator of
Recent community posts
Really polished, love a jam with robust menu options and settings. The UI has a consistency that goes a long way to help that.
Loved the hands coming in off screen, almost has a muppets vibe. The physicality of everything is fun, would love to see that expanded. The credits being an item is a nice touch.
Wasn't quite clear on if I was playing right, the bar at the top kind of implies I should look to grab specific items but I just grabbed everything and it seemed to work out?
Impressed by how much was done with the week time limit. Took me a minute to wrap my head fully around the haggling mechanic. Reminds me of an episode of Rick and Morty where the devil is selling cursed items.
Ran into a bug where when starting new runs it would not properly reset, increasing the daily cost and my starting money even though I was on day 1. Required a full restart to get around.
Neat! Lots of whimsy. I would love to see this with a Luigi's Mansion style vacuum, sucking up all the small knick knacks.
I think it could be tuned a bit to encourage deeper exploration of the house, the walls are so valuable that there wasn't much reason to go for anything else.
Really well done, love the name and the stealing mechanic especially.
The introduction of new shapes for the pieces and bags is well done, the difficult scaling is on point. I also think the vibe and aesthetic is super consistent and charming, and I enjoy how the bags concepts change as you progress.
I wasn't a huge fan of the grid disappearing. It felt like a minor inconvenience since I could just hover my mouse over it, as opposed to an actual obstacle or new challenge to overcome. I think conceptually it could work though, with some tuning.
Really great entry and take on the concept overall though, could definitely see this fleshed out into a full game.
I really like the look and the vibe, flying through a dream while trying to remain calm. I found the controls to be unintuitive and would love to see some more work done to tighten them up and explain them. Visual indicators could help, though I like the minimal HUD and think that should be maintained!
Great job making your first game! That is a huge accomplishment and I hope you keep making more.
Some constructive criticism:
- Transitions are rough, the camera snaps into place when the player moves out of bounds. For this to work the camera movement should have a logic that can be followed. I.E. the player character touches bottom of screen and transitions to a new screen, the player character should enter from the same X axis at the top.
- Sometimes the camera follows and other times it snaps to a position. Pick one so it is not so jarring
Definitely a mind bender, difficult to think about both tetris and my positioning simultaneously (in a good way). A neat concept. I'd like to see it lean towards differentiating itself from tetris a bit more, with goals that aren't the normal tetris ones and really make the 3D aspect important.
Great entry, well done.
The window scaling was definitely a pain and a bit of hack since the character was basically always moving between new screen spaces that used different coordinates. Definitely the first thing I'd address if I kept working on the game.
Jumps are directly proportional to your height, so the smaller you are the smaller the jumps. Could probably use a bit more fine tuning.
Thank you for playing!








