I was keeping my eye out for your jam entry in the final ratings because it was such a polished little gem. Congrats on top 20 for Enjoyment!! ✨
ShrimpCryptid
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Had fun with this one! I think I had a hard time understanding what “too much” luggage meant– maybe some sort of meter or numeric threshold would be helpful? I like that you focused on three simple roguelite levers to balance between (the belt speed, the number of robots, and the robot speed), it made for interesting tradeoffs between the cards. Lovely work.
I had a lot of trouble understanding how to play… an instructional image on the main page would have helpful, I think, to explain what all of the different buildings do. I eventually figured out that you had to bring all of your bunnies into the green-roofed building to protect them between waves.
I think the core concept has promise, but it’s really unclear how to play, and even a little bit of guidance could really help the new player experience. I did like the sea bunnies and the experience of amassing more of them though!
Oh, thank you for the thoughtful feedback! I deliberately made the wall of obstacles so players would get familiar with what happens when they run into an obstacle (sound cue + losing a horse), but I can see how it’s frustrating as a player. I’ll have to think about how to handle that, maybe just a rewording of the text would be enough.
Heart broke for my little meeblets working so hard and then I right clicked and my browser also broke lol. From what I got to see, the meeblets were indeed very cute! Wish I could have had more meeblets amassed into my army 😔
The error I got was:
An embedded page at html-classic.itch.zone says
"An error occurred running the Unity content on this page. See your browser JavaScript console for more info.
The error was:
RuntimeError: null function or function signature mismatch at https://html-classic.itch.zone/html/14550593/Build/
I had a hard time understanding what to do at the start of the game, I think because the green square wasn’t immediately obvious as a source to me. I picked up more of the mechanics after a few more playthroughs but never got past the first enemy (all powerful plumber rat) ;(
A little more tutorial text would have been helpful, I think, or a tutorial screen. I found the core concept creative though, and would definitely have potential for some interesting gameplay with more refinement.
Wow, REALLY stellar game aesthetic! The silly little plot got me instantly hooked and I was so invested in meeting the cool dog. You set a vibe perfectly! I love the little polish details like the main character’s face changing color as the track plays and the options to change colors, and I adored the little angel tamagotchi character.
As feedback, I sometimes solved puzzles without really realizing I’d arrived at the right solution. I would have loved it if the UI paused for a second to play through the correct loop so I could see that I got the right solution! Other than that, it’s an incredibly polished game for 96 hours. Wonderful work!
I got up to round 10 by stacking tons of tiger paws and blindfiring my cue ball without any strategy lol
I would have loved to see more mechanics that built on each other for crazy combos, which I think you were getting at with the watermelon and triple-ball upgrades. Maybe spawning more cue balls or causing your cue ball to ricochet more could help, since those are triggered by contact with the cue ball?
Overall lovely artwork and vibe, I love that the shop is a shrimp in a vending machine 😌
My beloved husband Richard requires one shrimp platter, one steak, three chicken thighs, three wheels of cheese, a whole pie, two juice boxes, milk, two loaves of bread, and a bottle of wine daily, all of which I prepare lovingly for him with thankless dedication 😌 Also, a bottle of ketchup to wash it all down 💞
I liked the little directional indicator to tell you what direction you’re moving in, and the use of greyscale to communicate when time was paused.
I had trouble navigating the levels until I started just holding down Shift + a directional key and spamming K, like the commenter below noted. I also noticed the bug where, if you pause after touching the water, the level resets even if you’ve managed to rewind back to a point in time before doing so.
Nice work putting together the series of levels!
Enjoyed this one a lot! The game felt really well balanced, lots of nice screen shake effects and game juice! I didn’t realize you could slide until after beating the game on easy mode so a tutorial would have been great (though with 96 hours that’s totally understandable). Spritework was cute and easy to read even as the game got hectic. Lovely work!
(Oh, and editing just to add! An interesting idea I had would be if certain enemies caused your cycle timer to change faster/slower if you stay within a certain distance from them– could be interesting to give players a risk-reward if they stand near it.)
I was Live Laugh Loving my way to the grocery store until I broke the only remaining bottle of ketchup and starting throwing piles of meats and produce into my cart in a blind housewife rage 🔥🔥🔥
Absolutely delightful entry! This DRIPS with style and I really like how the challenge of the game was simple but compounding.
I liked this, the idea felt very reminiscent of a Zachtronics game where there’s a straightfoward solution but you can work harder to optimize for score. The click add/remove lops felt intuitive as an interaction, and you got a nice challenge out of some simple rules!
My final score was 160 though I think I could maybe crank it higher…
My chicken army did its best…
I had a hard time getting my chickens to lay eggs or my eggs to hatch, especially because they sometimes moved when I tried to click on them. I also noticed a bug where clicking a chicken several times as suggested caused it to slide suddenly offscreen, and it would sometimes be targeted by an offscreen bomb where I couldn’t save it. Adding some bounds for the chickens would be helpful!
The soundtrack is a bop, and I like the minimalist visuals! I wish that you could restart at the level you died at instead of having to start over from the beginning, because having to stop and click buttons broke my flow. (I was also bad at this and couldn’t get past level 7 lol.)
Because some of the levels require you to react almost instantly, an interesting idea could be to have the incoming level appear inside the circle, so you can see what’s coming up next.
WOW, absolutely perfect execution of a game idea! Loved the enemy behaviors and sound design, and the lots of game juice details. Tons of charming little animations and movement, good difficulty progression, and fun gameplay loop.
My friends are all saying I cheated because I used a drawing tablet to draw my lassos but it’s because of MY WRISTS!!!!
Absolutely adored the artstyle for this, major props for making a knitting animation! I realized pretty quickly that I was trying to treat this as a fast typing speed game, but the vibe lulled me into taking it more slowly. One note was that I instinctually wanted to type Space between each word, but got penalized by the scoring system for it.
I hope Sylvan enjoys their 680cm sweater 😊
This was fun! The hand-drawn animations were really charming and I love the Pizza Tower-style character screen in the top right!
Unfortunately, I am supremely bad at this kind of game, so all my friends watched as I repeatedly fell off the screen and chanted “L+RATIO” and “YOU ARE GOING TO LOSE SUBSCRIBER.” (I lost subscriber 😔)






