Having the level geometry tied to the countdown is such a refreshing idea. The liminal atmosphere alongside the sleek UI is great, and the mechanics for decompressing or delaying the map compression really fits the overall gameplay. I'm not sure if this was an issue specific to the WebGL build, but the mouse movement felt very jerky and snapped/lagged a couple of times for me (there was no Windows executable, so I couldn't test it locally). Nonetheless, it's a fantastic game!
Silkpop
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Definitely my favorite game in this jam up until now. I absolutely love the low-res pixelated chunky doodle MS paint art style, it really reminds me of old hand-drawn point-and-click games, Pizza Tower, you name it. The minigames, the wizard's expressions, and the meme sound effects all add so much charm to the experience. It also fits the theme beautifully, with every mini game having a counter as well as the final countdown. I couldn't reach winter, but I absolutely loved the game.
My only issue is with the tilted perspective. The orthographic view makes the grid cells rectangular, they have a very narrow vertical space to actually click on. I kept accidentally triggering minigames while getting swarmed because it was so hard to click the right tile. Other than that small UI quirk, this is a fantastic submission.
Great take on the countdown theme! You captured that 2nd phase boss feeling really well, and turning the game into a survival round afterward is a really cool concept.
However, I think 8-directional movement for the character would be a great addition, though I'm not sure if leaving it out was a deliberate design choice. Great work!
Very creative premise and mechanics! Having a 3-move countdown on each TNT is a super clever way to integrate the theme. I was a bit confused on levels 5, 6, and 9, though, I was able to finish them without ever using some of the gimmicks present, like the jump pads on top of 5, etc. so I'm not sure if I accidentally cheesed those tutorial levels or if they were meant to be decoys. Either way, levels 7 and 15 were definitely my favorites. Awesome work overall!
Such an awesome usage of the countdown theme! Tying your ammo to how long you wind the egg timer is brilliant, and the isekai presentation is very charming and perfectly egg-xecuted :).
Once I got the hang of rotating the dial, it was all gucci. I don't know if the camera zooming in during the wind-up/reload is deliberate or not, but it narrowed the FOV quite a bit during a moment when we are already at a disadvantage of the reloading.
My only actual problem with the game was that it couldn't be fullscreened. Since we have to do a lot of dragging and rotating, I kept accidentally clicking outside the game screen and selected the game iframe accidentally couple of times, I also clicked a link once and lost my progress :(. By the way, you can enable the fullscreen button directly from your Itch page settings without needing to rebuild the game.
Overall, fantastic work!
The idea of changing your weight to solve puzzles is a fantastic concept! I did struggle a bit to understand exactly how the weight gets added to the player in every situation, though. I noticed that soaking up rainwater made me heavier, and standing near the lights (and out of water or in the sun) dried me up to make me lighter. But on the night levels, I couldn't quite figure out why I was getting heavier. Was it sweat from jumping and moving? I tried to test it but didn't quite get it. Nonetheless, this is a brilliant idea and you should definitely keep improving on it and release it someday!


