Creative puzzles~
retvis
Creator of
Recent community posts
Amazing!
Really impressive to design and build such an elegant roguelike experience in such a short time. Unfortunately the game froze for me sometime into the run when I tried to enter next floor. Honestly good it did, I was about to use my evening n night with this instead of moving on to try other entries too :D
Real charming and creative! game was paced well, things got switched around at good intervals. fit the theme. good job~
The no text entries are really interesting, as it forces the developer to do clean design choices so the game still "reads"(hehe) well to player.
This inspired me to try the no text challenge myself, maybe some other gamejam.
oh and also, first time the narrator said something it gave me a shook as I was focused and didn't expect it at all.
Loved the cohesive aesthetics and look of the game, the game start PC interface text prompts set the vibe real well.
It was minimalistic, which isn't a bad thing, but early on I thought I was missing something, some button to press or action to take. Hard to say if the game would benefit from having more actions to make, maybe a system error puzzle event that if you solve it within time limit your painting progresses by x amount of colors or such. This could be a player choice, if they wish to play the idle route they could just ignore the error and it would vanish and the system keeps going normally, but if you wish to be active you could interact with it to boost the progress. This could also be an opportunity to create another upgrade, that influences this error puzzle making it easier to solve and yield more colors. But now I'm just spitballing, you'll know what's best for your game ^^
Do you think you'll keep working on the game? it's impressive for a first game jam project.
Fun lil game. all the sounds and small animations & vfx made it feel quite polished gameplay wise.
You already mentioned about the balance and aye after some couple upgrades suddenly the whole screen stayed cleared as everything got popd when they appeared on screen. But honestly, for a game jam it's to be expected, requires a lot of iteration to crunch those numbers.
I am quite new to incrementals as a player and as a developer, so out of curiosity was this your first rodeo or have you done incremental games before?
Happy to hear your experience was so positive!
I was doing first iterative design adjustments in engine really close to deadline. So it's hard to know if the game was left in a way too challenging, easy or just right state. There were many adjustments I still wished to iterate on and ideas to test. But maybe after jam after gathering feedback.
Thank you for playing~
Impressive pixel art, ton of love has went into this. The monster is cool. Couldn't hear audio if there was any. This game would get sooo much immersive with audio. Got killed off screen when I was transitioning from a room to the hallway. the camera zoom and movement was nice touch but if the monster can get you without you being warned it's coming (like with audio or some alert icon) it's a bit brutal.
Thank you so much!
After the public game test is over we'll go through every feedback and notes we took and plan our next move.
And on a later date we'll put a new public playtest up, if you want to follow us on this development journey and be notified you could give me a follow or I can message you next time a new build is up, or if you know a better way to follow development in itch.io let me know :)
Also, we'll update the devlog for each build and give patch notes what was added and what was changed.
















