Thank you ! Yeah, this is something that multiple testers have mentioned. It was hard to detect while playtesting myself since I already knew where the letters needed to go, but I'll think about this for next games!
Sirius
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Really interesting idea! It is a bit tedious for me, especially since I keep forgetting about the bug and have to restart from the beginning. But the puzzle it creates seems really interesting to solve. In most jams with no prize, it is generally fine to put updates of your game if it is a bug fix. But good job for a first game jam!
Azeoik^fjzes,dnfjkdsnjkdsng dsjkfn dsjkgjzepoaqjzfgods. (Very silly game! Really cool idea and very well executed with the UI and art, especially for a first game. I feel like the keyboard and mouse use kind of breaks the flow of the game, and I would probably have preferred more variety through the use of keys like the Enter/Space bonus.)
Very cool and silly idea! Unfortunately, the game is very laggy for me, and the character just freezes for a couple of seconds. I did not really understand how to reach the blue speed. I got it by doing random bounces on the bumper after a lot of tries, but did not manage to get it in an easily reproducible way. The game concept seems very fun but it was kind of hard for me to evaluates with the lags sorry
Very cool game! The minimalist art works very well, and giving color as a good ending is a nice touch. The game felt pretty hard to me, but it might be because I am really not a platformer player. I don't know if it is what was intended, but on my first run, I never got the speed boost because I did not go right at the beginning. It was mentionned before but the double seem to not trigger sometime for me; sometimes it seems it was because when the character is dropped if you jump right away it seem to count as the second jump but sometime it seem to be for another issue that I could not really pin on someone specific but it was pretty frustrating. Having the hitbox of the spike be more triangular so that you can jump over them even when starting close to them would have been less frustrating (but I've seen platformers implement it the same way as your game, so it might be a skill issue).
But despite the tiny parameters, the game has a very cool vibes and I spent a pretty long time playing (maybe a bit frustrated, but I still enjoyed it when I reached the goal)!
Thank you so much for this feedback! It makes me really happy to know that someone enjoyed the game, made it all the way to the end, and even went as far as showing it to someone else. 😄
You are absolutely right: the letter should definitely remain visible at all times. I was hesitant to add a transparent HUD because I was worried it would clash with the “written on paper” aesthetic, but I think that would definitely be worth the tradeoff.
The tutorial also clearly needs improvement. It probably should not rely on a first letter change word, so it is immediately clear that you can remove and place letters anywhere in the words.
As for the objectives being too vague and some words being difficult to identify, I definitely fell into the trap of “I made the puzzle, so it feels obvious to me.” The game probably would have been more fun and accessible with clearer word goals. I did not want to explicitly show that the river and the lake could be transformed, because I was hoping for that kind of “aha!” moment — where the solution has been right in front of you the whole time. Those are some of my favorite moments in puzzle games. But there is probably a better way to hint that this is possible without making it too obscure.
About the goal word being a bit out there, the issue is that it is actually quite hard to find words that differ by only one letter and still fit the setting. I had to go through at least a thousand words like that just to make this game 😅, and not being a native English speaker did not help when it came to judging whether some words felt common or obscure.
I had not considered the “_clock” idea, but it is definitely a good one. The game would probably feel smoother and less overwhelming with something like that. Maybe a nice way to implement it would be to give the player an item with limited charges that can provide hints for words of their choice.
Thank you again for taking the time to play through the whole game and write such thoughtful feedback. It really motivates me to keep making games.
Probably the game that was the most on point on the sillyness aspect in this jam! I was a bit lost at first because I thought that the cry made you move in the opposite direction, like some recoil. I think the camera could not follow the character so closely because it makes the game a bit blurry and dizzying. I like how the level design was done, with finding a person making you see another across a wall, so that you never feel aimless.
Overall, a fun game that fits this jam very well!
Hello !
I'm still a beginner, but this is my most polished project so far, so I would love to have some people try it!
I am not a native English speaker, so it was kind of a challenge to balance the difficulty of a word puzzle game. If you have any feedback about that or anything else, I would be very interested to read it.
Feel free to drop your game link here, and I will play it, give you feedbacks and rate it so that we can help each other make better games 😄!
Here is the link to the game :
https://siriuso.itch.io/word-world

Really silly idea! Left you my feedback on the submission. Here is my game if you want :
https://siriuso.itch.io/word-world
Very cool game ! I like the mechanic, despite it being very simple I don't think I actually saw it before. It's more on the ragegame side but I think it is pretty well balancing and I had fun playing. For feedbacks, I think some level feel a bit too random and not skill based. The respawn animation is too long in my opinion for this type of games.
Thank you very much, I'm glad you enjoyed it ! The tutorial could probably be clearer I always truggle to make one for puzzles since you get too familiar with the concept to implement a good one. I kind of struggled to find ways to implement SFX that are not annoyed long term in the game, I initialy planned to make each biome play a noise like wind birds for the forest or wind for the plains but I was afraid it would get tiresome after some time. I should probably have gone for simple "jingle" or "swoosh" noises. Thank you for the feebacks !
Amazing game ! Probably the best I played this jam. The art is very cool, the SFX and music give the world life, in general it is very polished for a gam jam ! I especially like the balance, the level feel challenging (The zombies pathfiding is very well done) but not frustrating, maybe a little bit too easy but I think it's fine to aim for easy in a jam. The boss is very well constructed, its attacked are clear enough to read that when you get it you feel like it's your fault and the strategy you need to adopt to beat it takes just enought time to find (Took me around 5/6 tries to beat it can't remember.) Using a "life" bar that rise and goes down with time is a very good choice for this kind of platformer. The level ending scores is a very nice addition, tought being able to see the energy used during the level would have been cool.
About what I think could be better :
- Falling in the second level from the very top to the bottom when dealing with the tower is pretty frustrating.
- The boss music doesn't really match it.
- Having the flamethrower not being part of the player and dropping when empty, is cool visually but since it is not necessary for the mechanics of the game it feels a bit confusing.
Cool idea ! The ending is a very fun addition especially for this kind of game. I am gonna allow myself to be a bit critical since I think the concept is very interesting. I feel like it could have been implementing in a way that would have asked the player to make strategic balancing decisions. Whereas it just felt like just going back and forth between the two mode without much reflexion put into it. But maybe its just me searching to implement depth in a simple clicker that does not need it.
Very cool and polished game for a game jam ! I feel like the difficulty is a bit overtuned,the challenge kept me playing (I spent way more time than I planned playing it lmao) but I never managed to get a build that can clean the wave after a minute. Also I feel like giving something that attack in front of you is not very fun for a vampirsurvivorlike, an auto-aim or something that shoot behind would had been more fun in my opinion. Also the facing direction is a bit buggy visually when going up and down.




