Glad you enjoyed the game! I'll definitely consider your feedback and improve the physics and collision detection for post-jam versions. Thanks again for playing! :D
ShadowLT
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I had a lot of fun playing this game! It's very well-polished, and adding more types of powerups, obstacles and racetracks could definitely turn this into the next indie roguelike hit :D I did notice that the game got laggier on the web build as I progressed further (I was playing on Firefox), hopefully this gets patched in the post-jam build. My score was around 1400. Great job on making something so impressive for the game jam!
Very creative idea! After being stuck for a bit at the tripwire part (I knew I had to disable it somehow but couldn't figure out how for some reason), I managed to complete the game in 18 minutes and 14 attempts. The game is well-polished, both the art and the sound are of excellent quality! Good job!
I really enjoyed the game! The presentation is stunning, it gives the game a cosmic, surreal feeling. It actually reminds me a bit of that one area in Animal Well (won't say which one because of spoilers). I got slightly above 1600 points and lost shortly thereafter. Immediately after losing, I pressed space so the game restarted and I didn't take a screenshot of my final score, but I did take one mid-game at 1544 points:
I really enjoyed the concept, but I think that the progression could be made a little faster (I spent slightly under an hour playing). The skill tree mechanics are well-implemented, but I'd prefer if there was an option to use middle click for moving around the tree. The UI could do with some polishing to make it more intuitive to understand your stats (maybe by adding icons near the text?)
Anyways, I managed to get all upgrades, finished the game without breaking my mouse, and the game was very fun!
Simple, creative and very fun game. I managed to get on the leaderboard and wanted to continue optimising my high score, but accidentally found an exploit where if you throw a loop upwards with high velocity, the best height reached gets saved even if the fruit loop is not on the baby. Using this, I got a height of roughly 13 (I didn't submit these runs to the leaderboard, just letting you know about the exploit :D), so it would be nice to see this get patched in a post-jam update.
Love the idea of platforming challenges getting tougher as you progress due to your health getting lower as you get more loopy. Tying progression and health together as a dual-purpose mechanic is definitely an interesting concept that's worth exploring. Overall, the game is very well-polished, the player movement feels smooth, and it's a lot of fun to play.
At first, I was pretty confused at the green room puzzle since I thought I'm supposed to input the symbols for Noki and the Minotaur themselves and not the clues I learned from them. After some wandering around though, I noticed the second symbol and everything clicked into place. Soon after, I made it to the exit. The path to the door should've been a bit more visible though in my opinion.
I do wish there was some sort of alternate pacifist ending where you spare the Minotaur or try to persuade them into letting you pass through; I think that would make the game a bit more interesting. The camera rotation was also slightly disorienting to get used to, but it was mostly fine.
Overall, the dialogue system is very well-made, the story is cool, and the concept could be expanded by having more rooms after the initial one that require different flame colours to activate (that way, you'd have to use the lantern more).
Very fun and creative idea! My personal scores were 6/3, 4/2, 3/4, 2/4 (Torii/cookies). I spent a while trying to get the cookie on the glass platform in level 2, but it was quite difficult to reach and I eventually gave up on trying to collect it.
I really liked the idea of destroying certain objects to make a path forward for further runs that was introduced in level 4, I think that expanding upon that would make for some interesting puzzles and platforming challenges.
On one of my playthroughs of level 1, I encountered a strange bug where the bell extended all the way to the bottom and remained there even when I did a hard reset by holding T. I don't exactly know what caused it, but here's a screenshot showing the bug: (The rope even broke the starting platform!)
Overall, the concept of the game is very cool and definitely something I'd like to see more of in the future!
The game is overall VERY well-polished, but for some reason it was really laggy for me when playing on Firefox. I quickly understood what I'm supposed to be doing, but I would have a delay between pressing a button and my input actually registering (the input duration would also be extended, so I would often overshoot the console panels when walking). This caused some frustration and after something like 7 attempts I switched browsers. After switching to Chrome, I got it on my first attempt :D
But yeah, the idea is super cool, the art and game feel are excellent and I really enjoyed the game once I managed to get rid of the lag :)
Truly the game of all time!!
First, MAN try punch SLIME. MAN not punch SLIME, MAN confused. MAN try punch sooo many SLIME, MAN die over and over!
But then, MAN succeed! MAN punch SLIME, SLIME be SLIME no more!!! MAN feel powerful, MAN punch so many more SLIME! MAN become UNSTOPPABLE!!
MAN defeat so many SLIME, MAN become KING OF ALL SLIME! MAN find MEANING in punching SLIME, MAN ascend to another plane of existence!!
(Seriously though, even though the game is quite simple and not exactly very loopy, it's VERY fun to play :D)
Very fun game! I got to wave 10. The music is nice, I liked being able to make my own beats. I think that the explanation of controls/enemy types was a bit overwhelming to take in all at once, maybe some UI highlighting would've helped? Anyways, I really enjoyed the game once I fully understood what was happening, so good job :)
The game concept is very fun, it reminds me a bit of the classic pen-and-paper game Dots and Boxes (since you have to claim area by closing loops).
I wish singleplayer mode was a bit more challenging, since I beat the computer pretty easily on both the regular and hazards maps without much difficulty. It would also be nice to also accept left/right controls instead of A/D as input for singleplayer.
The player and CPU movement mechanics are very smooth and impressive for a game jam, good job on implementing them!
Definitely an interesting take on the theme! As someone who likes to get every collectible in games, I think it would be pretty neat if you could see what you need to do to unlock the achievements or at least get hints when you move the mouse over an achievement you're yet to obtain.
Other than that, I really enjoyed creating different life scenarios and living through them! My best score was 1812 (age 116), I got it by only exercising and doing nothing else from about age 1. Here's a screenshot of all the achievements I managed to collect:
Thanks for providing valuable feedback! I had more levels planned, but a lot of them were cut out in the last day to get something working out. I do plan to at least finish the ideas I had for other levels after the jam ends, so I'll keep what you said about the player controls in mind. The physics I used was very janky since I had to change the player sprite dimensions on one of the last days, I think the coyote time is actually due to bounding boxes inaccurately detecting ground and not actual timers :D
Glad you enjoyed the game!
Well that was definitely an experience :D I didn't have to restart much, just a few times at the beginning and it was pretty clear what to do from there. The part where you just had to spam "Refund" was very funny :) I also liked the music, was it inspired by Saria's Song/the Lost Woods theme from OOT?
Really well-made game with a solid narrative! I liked how you had to go through the day multiple times, using the information gained on previous runs to make progress.
I think there should be a way to save your progress mid-day if you already know what the first steps are and you're just trying to figure out one of the last steps so you don't have to click the same things all over again if you go where you're not supposed to. I did manage to get the good ending after realising what I was missing though.
Very fun game! The best strategy I found was to alternate between touching the left wall for odd rounds and then switching to the right wall for even rounds. I reached round 5 using this strategy, but then lost to some small flames.
I think that the game resolution/UI should be slightly altered to improve readability: on a minimised window, the health bar and current score weren't showing up for me. It's also worth considering adding a horizontal racing option for better presentation on landscape mode.
I really enjoyed the game and its mechanics! The artstyle is pretty cute, too :)
For some feedback, I think that it would be nice if using the yellow orbs made you slow down a bit more (a bit like in the open world Zelda games), because aiming with mouse controls can be difficult.
Also, you can hit the same bounce pad multiple times -- I don't know whether that's intended, but I think that making some of them activate-able only once would allow for some interesting puzzles.
Glad you enjoyed the game! I placed the spikes in B-1 to force the player to use the pause mechanic, but I think I could've given a wider time window for pausing the blocks in the correct position (There is also an alternative solution using pause and double jump, but it's not really the intended way). I agree with your point about the physics -- I changed the player sprite dimensions from 1x2 to 1x1 on day 3 to use less animation sprites, and had to change the collision boxes as a result, so the player physics feels a bit off now. I hope that I can find a way to fix them for the postjam release :D
It's awesome... One of the best games I've played so far this jam.
The first two levels were not too difficult, just teaching you the mechanics and strategy. At first, I was a bit confused since I didn't notice the next tile indicator, so I thought the tiles were random. I think the indicator should be given a coloured outline (like the fast forward button) to stand out better. Once I saw the indicator though, I quickly cleared the first two levels.
The third level was way more difficult (and very fun as a result!) compared to the first two, though reading the comments I think I was kinda lucky by beating it on my first few attempts. My strategy was to place a few starting tiles, take a look at the grid, decide on a path the marbles will take to the goal and then spam the remaining area whenever I got unwanted tiles.
I think it would be kind of fun to add a game mode where you weren't allowed to place rails on certain tiles to make the game even more challenging :)
The music and visuals work together with the game's art direction, too. I especially like the music tracks that were chosen, they really fit the game.
I would definitely like to see more levels if you decide to continue developing the game :)
Cool entry, I really liked the concept! It's fun to play, especially at the later levels where special tiles are introduced.
I think that the introductions to [?] and [!] tiles should convey their mechanics a bit more clearly. At first, I thought that I would have to guess what's hidden under the [?] pattern step by stepping on tiles until I got it (thankfully that wasn't the case, I just thought my guesses were very lucky until I encountered the tile which converted a pattern step into a [?] tile).
Also, it's nice that some puzzles have multiple solutions :) But still, I don't think I did all of them in the 'intended' way :D For example, I didn't use the pattern-changing tile in Level 11 and found a path that didn't require it.
If you update the game after the jam, I suggest adding some more restrictions, like deactivating the button if you step on the switch again or making tiles that disappear after you step off them. That way, the game will be slightly more challenging while still keeping its non-linear nature.
Really fun game! The visuals are stunning, and the mechanics and overall theme of the game are also really nice. The music is pretty catchy, too. There are a few small bugs, but they don't affect the quality of the gameplay too much. The controls are also pretty intuitive once you figure them out. An amazing entry overall!🌽🐦



