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shBLOCK

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A member registered Jul 31, 2025 · View creator page →

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Is there a release build?
I only see what looks like a source zip.

Cool! Super polished as a jam game.
Adding frequent checkpoints would be nice though haha

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Just mouse wheel. Is it not working for you?

Thanks for the detailed feedback!

Agreed! There are quite a few quirks that can be confusing (e.g., unlike real displays, the display in this game actually has a transparency channel). Also, we've planned more complex mechanics for the later levels, so some well-designed tutorial levels are definitely going to be a critical part of the problem-solving experience.

Thanks for playing!
We're planning to add more render modes for the full release, one of them do go exponential, so you might be able to achieve your goal in the full release :P

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Now we're entering the fundamentals of fractal math :)
Weighing it is a good call; you could derive the concept of "fractal dimensions" by scaling it and weighing it repeatedly.
For those who are curious, this video by 3Blue1Brown does a much better job at explaining it than I can ever do.

Actually... Perhaps I can somehow make fractal dimensions a mechanic in the full game? We'll see...

Actually, bigger problem: there is no carpet -- its area is zero :)

Yeah, apparently only the 3D versions are called Merger Sponge. The 2D versions are called the Sierpiński Carpet. (While coding it, I actually named the files "Merger Carpet" at first, but changed it later when I learned that's not a thing haha)

Thanks for playing!
This is just a jam entry. We've already started working on a full release. Probably with hundreds of levels! Stay tuned!

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Thanks to everyone who played our game! We're very excited about the results. (Especially as our first jam!)
We have already begun working on turning this into a full game (probably with hundreds of levels, and also sandbox mode!), stay tuned for that!

In the meantime, we have released a post-jam version that fixes some common bugs and UX issues. Specifically:

  • Increase the snap grid size on some levels to make it easier to align parts. (Note that you can hold shift to disable snapping if you just want to play around a bit.)
  • Hovering/selecting parts is more intuitive. Making it less likely to move the wrong part accidentally.
  • A tooltip is now displayed for the hovered part.
  • Disallow rotating the camera on some levels to avoid confusion.
  • Decrease the match score threshold on the Snowflake level to allow for some alternative solutions.
  • Fix lens layering in Warp Tunnel.

Note that the post-jam version only includes small QoL improvements and bug fixes. Stay tuned for the full game for new levels & mechanics!

The best puzzle game I've played in the jam so far! Both in mechanic and polish (release this and no one would think this is a jam game).

I think the best thing about this mechanic is that there's no interaction between the numbers (only between number & operator), so the inputs and outputs have a one-to-one coorspondance, cutting down on the complexity, thus enabling logical thinking (+aha moments) and avoiding excessive trial-and-error.

The concept is actually really interesting! Lots of puzzle potential here.

Making it "record the player's physical actions" instead of just the player's positions is a really interesting point.
The puzzles remind me of The Entropy Center, but here you manipulate the player directly, instead of physics objects, and the actions of one cycle must all be recorded in one go, so you gotta think of a cycle more as a whole timeline.

It would be nice to make timing things a bit easier, though, maybe adding a timeline would work? (like in video editors)

I'm sorry for making this "master piece" :)

This is actually sooo cool and fun to play around with! I liked how the game gradually led you to construct an increasingly complex mechanism. Actually reminds me of the Minecraft Create mod, it's very rewarding seeing your (admittedly spagitty-like) mechanism grow.

Although, as expected, you eventually enter the chaos realm (I'm actually surprised how long it stayed orderly given that it's a pure physics simulation). And then you learn to cheese it with the chaotic nature of physics (which is, admittedly, also quite fun for a while).

I'm not sure how you would solve the chaotic problem, though. Perhaps a "seamless level system" (a new area opens up upon completing a certain goal) could work to some extent?

Looking forward to seeing what you'll come up with in the future of this project!

Really clean puzzle game.
With some work this can probably be turned into a perfect mix between problem-solving (Zach-like) and traditional puzzle game. Currently the levels don't really explore the full potential of the mechanics (except for the last level).
Also currently it making you redo the whole solution on failure is annoying, I think a more traditional run/stop system would be better.

I believe this isn't an original game idea? But the execution is basically perfect for a jam game. Enjoyed it!

GG! Reminds me of the Portal 2 workshop levels that require you to maintain loops with the laser.
Super clean puzzle game. I was amazed by the color mixing mechanic that forces you to think ahead more.
There is more potential to explore, though. Maybe take inspiration from real-world circuit elements, like capacitors to store charge, diodes that can only pass current one way, and RC filters that can filter out colors (looks like the different colors are signals with different frequencies). 

Very cool puzzles.
You do get lost easily though, I think maybe making the side walls of the library have different color/patterns would serve as a good reference for direction.
Also, some portal has a small bug where if you walk in then walk back, you can go into a black 2-block room.

Great execution of this idea (especially art!). Introducing the thing that you can throw to set the next spawn point also introduced new puzzle potentials.
I feel like the current levels don't explore the full potential of the mechanics. They are all fairly linear. I initially thought in the last level you had to press both pressure plates, but it turns out you only need to do one (unless the rotating thing did press the 2nd pressure plate but I didn't notice).

Very fun to play!

Thanks for playing!
The rating system is definitely way too pixel-perfect right now. Also, I didn't take into account some mechanics when designing the levels, so certain solutions won't work (e.g. rotating the camera instead of the display)

Thanks for playing! The UX of this game definitely needs a lot more polish.
There is a known issue with the hue shifting lens where, if you place it before you place the display, it won't work.
I wasn't able to reproduce the "branches spazzing out" problem, though. Can you give more details on it?

Thanks for playing! Glad you enjoyed it.
I actually have a layering system in the game already, where different parts exist in different layers. I planned to make it possible to disable selecting parts on certain layers, but we ran out of time in the end.

Such a polished jam game! Played it all the way to the end.

It had a bit of a slow start, but after that it's super addictive.

The atmosphere is crazy good!
I haven't played many spooky games before so I don't know if this is common. But that fact that you can only move you view slowly really make you want to check behind you all the time, feeding back to the environment (no pun intended).

Interesting idea, but gameplay would always get chaotic suddenly. Adding a slowdown mechanic of some sort would be nice.
Also I still don't understand the condition for losing

The "simple" idea to make the red dot act as the player itself led to all these interesting gameplay, great job!

Quite fun to play. Art and audio are really good.
Directional control (the A/D to rotate and W to accelerate part) does seem a bit too chaotic. I don't really know how to improve it without making it too lame. Perhaps a physics (angular acceleration) based "face the mouse pointer" system could work?

Very fun to play!
Maybe introducing some alternate paths could be interesting; this way players could strategically choose different paths on each loop to avoid the ghosts.

Cool idea, and well executed.
I'm not sure if it's just skill issue, but the checkpoint +5s mechanic can seem unfair sometimes. For example, if you make a mistake before the start of the level where the first checkpoint is far away, it would make the first checkpoint impossible to reach in time (since you might only have 6s or so).

Interesting concepts, very easy to understand.
Feels like there's quite a bit of puzzle potential if traditional puzzle elements like bottom-controlled doors are added (would also fit the electric theme :) )

Quite fun, it feels like you could eventually get the hang of the controls.
The collision of the birds and balloons should probably be smaller, sometimes it really feels like you get damaged despite not really overlapping them.

Cool game!
I think upgrades you can pick up to temporarily increase the playback speed of your note sheet would be fun.

Thanks for playing!
Actually, it's inspired by this video by Tom Wildenhain.
That book seems interesting though. I'll check it out.

Actually very interesting!
I beat all the levels. When you get how it's an infinite tiling plane you can reason about it more logically. (Some levels seem to have weirdly high line count limit though)
And there's still so much to be explored with more levels. For example, make use of the fact that the snake gets longer as it eats, so that the player has to figure out a certain sequence to eat the food in order to beat the level.

The vector manipulation mechanic is so creative and well implemented!

Really satisfying game!
I only have one complaint, currently the physics seems to be tied to the framerate, so fast exponential loops break when the fps fluctuates (e.g. move browser window).

This is a surprisingly polished Zach-like for a game jam!
Also would be cool if it can  have multiple bots running in parallel (if level design is good).

Well made! Very satisfying to play.
Does reminds me of a game that does something similar in VR, but this is great execution!
The combining fundamental robots thing is also quite interesting.

Addicting!
Making it so that you control the middle node is a great call; you really do feel in control of a chaotic system after getting used to it.