Tried to optimize the first 2 levels, got to 7 and 6 lines, also managed to beat Lvl 1 without the right arm!
My most optimal solutions:



Thank's for playing and your feedback!
The bucket falls down if no key is pressed, I assume that is the issue you ran into. You can keep the previous key pressed when pressing the next one to avoid this. The idea was that you can crank it up, but sometimes have to crank it down or let it fall down intentionally (by releasing all keys) to evade the enemies. Basically simulating turning a handle and letting it go to let the bucket fall down. But I should have made a tutorial to get this better across and balanced the difficulty better
Thanks for your feedback!
Thanks for the feedback! I will take a look at the controls and try to make it easier to figure out, thanks!
You have to keep 1 key pressed to not let it fall down, so it is necessary to first press the new key and then release the old one. But after testing it for a week I think I lost touch to how someome new would play the game
This game I made for a 4 day game jam, that's also why it is so unpolished haha
It was one of my first games, it is really messy. Though maybe I remake the idea properly one day
I agree local coop would fit really well... The more I think about it, the more I want to play that with friends. I think you convinced me
Though right now I also have a different game in draft, who knows which one I finish first
Thanks for the feedback :)
I actually found the bigger issue:
I experimented a bit with it in Godot and realized there is no FPS limit. Or you have set one, but it does not work on Mac (EDIT: I just noticed you have VSync set to enabled, so it is porpably just a Mac issue for whatever reason). Either way, I for testing purposes set FPS manually to 60 and that already decreased the average powerdraw from 10w to just 4.5w, despite the high resolution! In combination with a reduction of the resolution (When exporting for mac, there is a "high res" option that is enabled by default, I experimented with just disabling that), the game was only drawing 3-3.5w of power. I am talking about system power and 2w is already from the device being on itself, therefore your game is incredibly low on resources, it just seems like 2 minor oversights led to it consuming that much power.
You already mentioned you would try to adress the resolution issue. I hope I don't come of as entitled or anything, though I believe implementing any kind of FPS limit, however you peeps please, would help the game on mobile platforms to draw vastly less energy, as well as possibly avoiding lag on poorly cooled devices.
Best regards, Mika :)
Really good puzzle game, I quite enjoy it! However, there is one big issue for me: It selects the max resolution by default on Mac, causing thermal throttling and high battery drain
Could you introduce an option for choosing the resolution? On Mac, it chooses a very high resolution by default, which ends up utilizing the GPU to 80% and thermal throttling. Adding an option for reducing the resolution to something around 1080p would make this game playable without lag on MacBook airs :)
Unique idea and fun! The Animations, the screen when you get caught, etc. That all is effort I appreciate. However, one thing I disliked a bit is that it felt that the teacher would turn around in the same rythm. So you basically already know when to sit down before the question mark appears. But good regardless
The idea is really cool, the graphics are good for a game Jam game and the controls are smooth.
Something I did not like that much was that you couldnt do that much. You basically are only able to move in 1 of two directions. It often happens that you just need to run in circles to get the medicine, then run back in circles for 10 further second.
I think the idea of controlling the robot with gears is good. However, I feel like it needs a twist in order to become interisting. Right now it feels like its impossible to get the medicine in time, but if you increase the time the player has it might become too easy to be a challenge, so there must be something else which is trying to prevent you from getting it done in time. As example: What about other mice appearing messing up controllins by walking over it and you need to get them away, or maybe the gears move, or walls appear depending on what happens on the overworld, etc. I feel like a good way to make it more interisting is to change the challenge from "run in circles fast enough to get medicine" to "You need to control the gears, but the game tries to stop you froom doing that". Thats just one idea though and there are propably many things that can work.
I see that a lot of effort went into the game regardless, as example the robot slowly changing direction before moving, or the tail of the mouse getting dragged with it instead of turning with the sprite.
Thank you a lot for your Feedback! I totally understand your points and try to work on them.
The bug with sailing through is from what I know caused by you moving up and down against a part of grass without much corners. It sadly exists becauce my collision is based on the autotiles and I didnt had enough time left to create collision by hand.
The idea of the character getting older the lower the time is is really smart, so you dont have to watch the time all the time. There is not a lot of depth to it, but for a GameJam game thats fine. The sand hour mechanic flipping was also more interisting than a simple timer. However, there are often situations with no enemies, so maybe you could have slowed the movement of the enemies down and marked the range of the character better, but in tradeoff increase the damage of the enemies a bit to compensate.
Dammit, someone else had a simular idea! However, this is a very cute little game. I cant believe it´s your first game, because its just so polished. The music is, altough its not made by you, implemented very well and thats effort as well, with good soundeffects. The sounds of the honk, the catchy title melody, the sound of the train moving, etc. All of that is well done. The graphics are good as well, the only complaint may be that the background is very blank, but I dont expect that detail from a Jam Game and that this is my biggest complaint shows how fitting the rest is.
Gameplay is solid as well, altough the tutorial was a bit long and because you only have to shovel in coal at that point its not too interisting either. Maybe combining 1 and 2 into a single level would have been better, or just shortening them a bit. Level 3 however is good. I think the durabillity of the gear should have been a bit lower and oling it should take a bit longer as well, because the gear was in my playthrough never really that important.
Overall a just really polished game, with more levels and a bit better balancing it will for sure keep you entertained for quite some time.
Very simple in concept, yet has an surprising depth to it. Due to the different lenght of the pointers you sometimes cant move some pointers without moving others. This and other mechanics create a simple but deep and interisting puzzle-like game.
However, the friction is extremely low, which causes them often to move much further than I wanted. So I basically had to move every pointer extremely slowly, which ruined the pacing a bit. But with more polish in regards of the balancing of the physics and making visuals a bit more clear, this game is really fun