Hey, don’t worry. This a just a jam! I figured I’d mention it because it’s a common thing that people overlook even in full releases :p
Sprawl - Fool Moon
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Hey, thanks for playing our little game! If you’re really curious, you can use debug commands F1/F2 to navigate through levels (It might break the ending tho).
And do not worry, the problem is not your skill at all. There’s just a lot going on with this mechanic and we unfortunately didn’t have time to do all the levels properly to teach the mechanics smoothly. For example, You can pickup the orbs on the tile in front of you with E and throw it with F, but we don’t teach that very well haha. Thanks again for playing :)
The different weapons were actually a lot of fun! The yoyo didnt work for me as you mentionned, but it was quite fun to use anyway. The sword worked REALLY well for me. I think you could add an animation for enemies that get hit to make it clear when a weapon does damage. But overall the game was challenging and the mechanics all worked for me once I understood how to throw the ice blocks. Good job!
Good job on having a completely playable game at the end! The core mechanic works well, having to disarm a bunch of bomb in succession creates tension! It would be cool to have more bomb typs as people mentionned. I can imagine bombs with longer timers where you have to perform action then wait to do another action so you have to multitask between multiple bombs. Good job on not going overboard with the wire colors. As someone that’s colorblind, your game was perfectly playable which is not always true when it comes to bombs and wires haha.
Great job on the jam!
Super polished presentation. I had to play a few times and I managed 6/10, but I wish there was a solution to some of them now! I’ll ask here since I’m curious, The morse code one, the one where you can drag the dot from the 0 and the dice I do not get. I enjoyed the zoom, the split the room by connecting two dots. The slider I wish 9:90 would also work because I was confused!
Overall super creative and a great job. The puzzles are frantic and very enjoyable!
No AI was used in the making of this game.
And it shows! So much character in everything. You managed to make so much art and references to other franchise it’s very impressive. The gameplay is quite intense at the beginning, I had to replay a second time to understand properly every system since you’re limited in time when you learn! Since the game is so great already, here’s some nitpicky feedback :
I would suggest maybe a first character than ask for a super simple non-timed bomb to learn the mechanics properly. As someone that’s colorblind, I struggled with the wires section a lot, especially when there’s the green and yellow cable at the same time. The matching the colors was also tricky because I needed the manual opened on that page to do it. HOWEVER, the game has so much charm that it was a joy to go through anyway. And these issues are totally what I expect from games made in a jam. Amazing work to all the team, Easily top 5 for me right now!
I managed to play a full turn without burning, once! But not again haha. I think the biggest challenge right now is that it’s unclear which tiles are hot and which aren’t! Once that is fixed it will be much more doable to finish levels!
Great work on the animation and audio! The movement/animation on each beat is satisfying and the multiple different death animation is too!
That makes sense! As for suggestions, there’s a lot you can do depending on what you’d want the game to be. If you want to center it around the breathing, I can think of mechanics around it: Perfect breath gives you speed boost. Being close to a big shark/enemy accelerate your heartbeat. Cold/Hot Water could change the amount of heartbeat you need before a breath.
It is possible, but we didn’t have time to tweak this level and it requires perfect execution.
Solution: Move to the orb in a straight line, go back and throw at the second last turn then turn away. When choosing to spawn the next clone choose to spawn on the turn you turn away. You can then grab the orb and leave just in time.
We also had to cut a bunch of levels that would have ramped the difficulty better so that’s our bad. After a weekend of timebending level design, we also had trouble judging difficulty anymore, Sorry! Btw, you can skip levels using F1/F2 if you want to see the others :)
Thanks a lot for playing!
This is so tricky! It’s a like a weird variant of Snake! The one thing I would improve is the framerate. I’m not sure if it was lag but I didn’t understand why sometimes the game’S turns would be slow or fast. Made it hard to grab the right blocks at the end to not go over the needed score!
Good job on the Jam!
Very good take on the theme. Got to fifth, glad it’s not possible to spend all that money. It would be even better if despite all of the spending you still made money because of interests.
5 Minutes is the perfect time, the minigames dont have time to get repetitive and it gets very hectic especialy when the popups starts! Good job everyone!
Got it! The timings are very tight on some levels and sometimes I wish leaving a screen toward the top would not kill the player. However, this was a very fun implementation of the theme. I loved that I couldn’t go as fast as possible. Sometimes you need to wait and go at the right time, that felt super good to figure out.
Great job on the jam, the graphics are simple but they work well and it’s fun to control!









