Fun game.
Took a couple of tries to master the "plane shifting" mechanic, but got there in the end.
Having a bit of a ramp-up/down on movement speed when changing directions would make things a little easier.
That drop into the flower/water caught me off-guard!
Enjoyed it.
Secresteyn
Creator of
Recent community posts
Cool concept!
I think my blobs bugged a little because I managed to send 6 blobs to the wilderness despite only having 3 on the left-hand map to start with.
I was waiting to see when they would return, and then realised it's a manual recall button.
When I recalled my "six" blobs back to base, I lost four of them and only had two left. I started breeding and then they were unavailable for dispatch because of the cooldown.
I think the cooldowns between breeding are a tad long!
Overall though, it's a fun idea and the two map split and breeding mechanics are pretty nifty!
Hey,
Had fun with this. Always enjoy a bit of tree chopping!
Took me a little while to work out that I was able to get across to the other side by hugging the outer edge of the map.
The overall concept is quite interesting. I did find it a tiny bit tedious having to drop my tools each time, ferry them from one side to the other and then run back and get the next one.
I realised it was possible to 'tightrope walk' across the bridges after placing a foundation on each side.
This saved me a bit of time delivering tools, but it was a bit tricky (slid off a couple times!)
A rope ladder or a wooden stair block would be a good addition. It'd also be cool if the bridge accepted multiple "deposited wooden blocks" and built itself incrementally.
I really enjoy the core loop of chopping trees, gathering wood and "depositing", so putting more focus on that might be cool!
Off to a promising start, if you build it out with a bit of juice and new blocks, it could grow into a really chill cosy builder/puzzler.
Nice!
Hey, I tried out the web build.
It loads the main menu, but some of the screen is cropped/cut off on either side. When I tried to start the game, it hung on a black screen. Does it take a long time to load?
I switched to the downloadable version in the end.
I enjoyed the game. It's accessible, easy to follow, and I like the variation in mechanics for each puzzle sequence.
One thing that threw me off initially was that, having cleared the "dishes" with the broom, I went back to the terminal and tried to activate it.
I then followed wires 2/3 and started to work out the other puzzles.
When retracing my steps, I realised that the dishes had individual switches as well.
Making it a little clearer when something is "fully on" might be worth considering.
My only other gripe was the satellite dish on the roof's beeping noise being a little obnoxious.
Overall, I enjoyed the ambience, setting & concept. The ending was fun, and it was enjoyable to play top-to-bottom.
Good Job!
Nice submission!
I like the retro art style. You did a great job packing a lot of personality into it in such a short time. The mechanics are interesting, and retraction is neat. The dialogue and UI widgets are well executed.
Reminds me a bit of lemmings!
Adjustable difficulty or a slower ramp-up in complexity might be worth considering for a future update.
Look forward to seeing what you come up with next.
Hey, thanks for giving it a go.
Appreciate the feedback!
I agree with the interaction and physics quirks. I am reworking the items/interaction so that the player can interact with each puzzle piece/cargo item in interesting ways.
On my end, as soon as I walk into an object, it plays a squash and stretch, a hit effect and nudges the item forward. Items should react with a stronger push when moving at a higher speed on initial contact.
In a future update, each item will have a unique prompt-based input event that enables proper aim-and-shoot mechanics. Underpinned by a generic interaction system with push, pull & attach systems.
Sounds like performance maybe wasn't where it needed to be for the pyramid overlaps. There shouldn't be a great deal of motion blur.
I think it's likely that engine scalability isn't being set correctly on launch, leading to some physics oddities.
Thanks for the helpful feedback & for giving it a shot!
-- Updated to 0.2 --
Fixes for known bugs.
-- Includes fixes for Collision Capsule Issues on Main Character.
-- Enables previously hidden music adjustment controls (Mute, Volume Up, Volume Down)
-- Enables previously hidden High-Score HUD Feature & updates high-score upon completion of all six levels.
-- Correctly returns to the Main Menu after all levels have been completed.
-- Level Music now plays & loops each level-specific music track as intended.
Hey,
Thanks for taking the time to give it a go. I appreciate your feedback!
I had a few more 'juicy' elements planned for the mechanics and visuals, but didn't quite hit all the features on my list. Originally, the plan was to have the player model with built-in lights on their suit that change when you equip tools.
Thanks for the feedback regarding some of the issues with the puzzle elements. Once you have the Android keycard, you should be able to access a new area with a different data terminal.
Once you make it to the one-way corridor, the following door requires the blowtorch to open. Sounds like there is a bit of a bug with some of the doors, so I'll look into that!
I agree there is a need for some more urgency and tension to break the 'walking simulator' vibes. I was trying to build from a slow start to a frantic finish, but it looks like I need to refine a few things to make it more engaging from the start.
I will take some time to clean up the player paths and make things a bit juicier.Thanks for playing.
Look forward to checking out your entry.
Hey, I'm glad it's working now!
I had a few UI elements and QOL features planned, including some more robust UI icons, a helper screen/tutorial prompts and holographic displays that indicate which tool to use on what item.
Hopefully, with a few small tweaks, I can remedy the major pain points.
Thank you for giving it another try and for the constructive feedback.
Much appreciated.
I look forward to trying out your entry soon!
Hey!
Nice game. Made my brain ache a little bit compared to some of the other entries, but there's nothing wrong with that. My brain probably needs the exercise anyway!
It's a fun puzzler, and the sound and clear effects are really enjoyable.
Nice concept, strong mechanics & well executed. Well done!
I look forward to seeing more from you in the future!
Hey,
Thanks for giving it a go. I am happy you had some fun with it.
I think I need to tone down those cameras a bit! Less cozy more camera-happy-snappy Drive currently! I was hoping to add a few more Irish influences in the final build, but didn't quite have time before the deadline hit.
Cheers for letting me know about the hillclimb, seems I made the car a tad too heavy... oops.
Thanks for playing!
I had the idea for this game in mind before the theme dropped. I was hoping to have time to make some adjustments to better fit the theme. I toyed with the idea of putting the entire landscape inside a 'SnowGlobe' and zooming in before play starts!
Unfortunately, I ran out of time before I had a chance to overhaul things. Hopefully, I can do a better job building around the theme for next year!
Thanks for giving it a go and taking the time to leave feedback.
Glad you enjoyed the drive!
Definitely looking to add a bit more to make the drive more eventful. Kinda trying to find the balance between hitting my original goals & drifting too far into a more traditional racing/arcade experience.
I was chasing a bit of the EuroTruckSim/TrainSim style contemplative vibes but I think there's room to add some stuff in that makes it more engaging without ruining the overall chill vibes.
I like the idea of adding some petrol stations and a fuel mechanic to break up the road, throw in some roundabouts/turn signals and add some actual cars/traffic to the roads.
Also keep coming back to the idea of adding a parcel delivery mechanic as it gives me scope to give redesign the stage(s) and add a bit more character, direction and environmental storytelling to the experience.Trying out a few new things whilst the ratings are on and then I'll polish up and see how it all comes together.
Thanks for playing and taking time to leave feedback.
Much appreciated!
It was great fun watching you play on twitch, at:
https://www.twitch.tv/etmpetraefa
Enjoyed the feedback, and you made some great suggestions. Plenty of cool ideas, and it's nice to see somebody having fun with the submission.
Thanks for playing!
Great little game.
Reminds me of Escape Velocity!
Feels nicely polished and feature complete for a 10-day game! Pretty juicy gameplay, and it was fun to navigate.
Had fun blasting those asteroids & deploying that shield-tech!
I didn't immediately register where the waypoint arrow was on first glance, so I died a few times wondering where I was meant to be heading.
It was easier to spot full screen, but it might work better as a separate UI window, so it's more instantly readable.
You put a lot of effort into your devlogs and videos throughout the week and I wish you luck on your next project.
Thanks for sharing!
Great little game.
Reminds me of Escape Velocity!
Feels nicely polished and feature complete for a 10-day game! Pretty juicy gameplay, and it was fun to navigate.
Had fun blasting those asteroids & deploying that shield-tech!
I didn't immediately register where the waypoint arrow was on first glance, so I died a few times wondering where I was meant to be heading.
It was easier to spot full screen, but it might work better as a separate UI window, so it's more instantly readable.
You put a lot of effort into your devlogs and videos throughout the week and I wish you luck on your next project.
Thanks for sharing!
Hey!
I don't think the volume slider was working, and there was a bit of hitching with the sounds. They sounded a bit distorted when multiple sounds were playing at the same time.
It wasn't present all the time, and I think it was when multiple audio files were being overlapped with one another. It's hard to describe, but it's as if they were chopping in/out with tiny gaps with no audio at all. Only lasted a split second, but it was noticeable!
Didn't stop me having fun, great job!
Fun game, cool concept!
Liked the little physics tires & had fun knocking them all over the place. Always enjoyed games that experiment with scale in interesting ways. Makes exploring familiar places fun.
Would be good to see you take this a bit further and refine the track design a bit!
Thanks for sharing!
Hey, had fun.
Took me a bit of time to build the book tower, and I struggled to make the jump to get that tasty cheese.
It'd be nice if you could move a little bit faster.
I like the concept and mixture of puzzling/interactive building.
Did well to incorporate the theme of tiny worlds and I always find it fun to explore scaled up environments like these.
Good effort!




