Thank you! I thought about adding a list, but I didn’t really have time for UI (a weak point in my current skill set). Sorry I missed the opportunity to rate your game; I was sleeping. Time zones suck, sometimes!
RedthePencilMonster
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The silly, quirky presentation on display here is just delightful. Obviously, the optimal way to play is to create a manageable obstacle course and spend the rest of your money on aesthetics, but gradually turning the track into an impossible mess is way more fun. I do wish the bike speed was a bit faster. Great job!
The cumbersome control scheme gives this game a deliciously chaotic flow, and the soundtrack goes hard! I also really love the game over screen, lol. It might become a tad tedious when you get good enough at the game to survive indefinitely, but that's just a pitfall of arcade games in general. Great job!
A solid platformer with great controls, good level design, and excellent presentation. The levels feel a little samey and the theme is perhaps somewhat tertiary, but the game so much fun that these nitpicks don't really bother me. Also, the game performed just fine in the browser for me, which is good, because I'm on a Linux machine and therefore couldn't download.
A very interesting concept, and there are some great puzzles here. My main criticism is that the game requires a lot of waiting around to give your future self enough time to execute the challenges--counting seconds while standing on buttons, riding imaginary platforms, serving as a footstool, etc. I think it might be cool to have the echoes be persistent instead of vanishing the moment that your past-self reset. All in all, an ambitous entry with cool puzzles and impressive graphics. Good work!
A lovely concept elevated by the awesome voice over. The occasional elevator malfunctions and requirement to prioritize angry customers forces you to put out small fires as the game goes on, which I think is the strongest element of the gameplay. If you expanded on this game, I would love to see even more things going wrong to make the game a bit more chaotic, like in Overcooked, for example. Keep up the good work!
I love the Paper Mario-inspired art design, and the puzzles have a very Zelda-like feel to them. It was satisfying to finish this one. Maybe sometime I'll come back to do the optional level; it looks insane. I think a freely mouse-controlled camera might make the game feel even better--sometimes I wasn't fully satisfied with any of the available angles. Amazing job, you guys!
The art and sound design are on-point. The concept is unique enough. I think adding some more interactions could really elevate this game. I also noticed that if you pick up an item while your inventory is full, something from your inventory will be permanently destroyed in its place. Overall, interesting project. Keep it up!
Thank you for playing! Are you confused in terms of story or gameplay? If it's the latter, then you can't go wrong by simply interacting with everything in sight using the "space" or "enter" key. Mark Brown streamed the entire game on the GMTK Live Channel on August 4th, and it's available as a VOD with the title clearly timestamped. If you don't care about spoilers, you could refer to that for a nudge or just to see the story--although his playthrough doesn't show all the Easter eggs.
I love the core mechanic; the idea of something akin to a turn-based Dark Souls is really interesting. The changes in the boss's movement add an element of trial-and-error that almost made quit, but I'm glad I didn't. Are the changes random, or do the player's actions alter the enemy attack patterns? Is it a bug or a feature?
The art and sound design are really charming on this one! I experienced some bugs, though. At one point, a window wouldn't close at all, forcing me to reset. Later down the line, the game just crashed. It's also possible to softlock yourself in the tutorial by buying things that the game doesn't tell you to. The game is so darn cute, though, that I couldn't be too mad over these problems. Keep up the good work!
Wow, I'm flattered that you would compare this game to Mother! And yeah, that's a fair critique. Earlier in development, I was thinking of doing a more ambitious Majora's Mask-lite, but as the game developed, it became clear that this would be difficult for me to implement as a solo-developer, plus adding a timer might get annoying for a simple game like this--so, I decided to go the narrative route. I think my previous two games implemented the jam themes better, even if they didn't feel very finished to me.


