Absolutely adorable <3
Studio Haiku
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Your playthrough was unbelievably helpful! I'm so sorry you had so many issues while playing. I've never seen the generator go quite so crazy, wow! Watching gameplay firsthand shows exactly how my systems can fall apart in ways I never encountered.
I definitely have a lot of work to do in order to improve the game. Thank you so much for playing!
We had such a good time playing your game! It was smartly designed from top to bottom and exudes polish in every aspect. There was even a good variety of puzzles that required actual consideration.
If there was one thing I had to suggest, it would be exiting out of dialogue without clicking through an entire exchange. Really, everything else was pretty much perfect.
Amazingly adorable game. I wish you the best of luck in the jam!
Wow, the art here is really nice. A cohesive palette with consistent shading on every object.
But, yes, the camera needs some tuning. Slower movements, less zoom, maybe just more centered on the character so it doesn't need to shift back and forth? Something along those lines.
Anyway, you did great on pretty much every other aspect. I didn't mention the audio, but it was nice to have an upbeat soundtrack while leaping around. Good work :)
Amazing art! The character portraits really add to the production value.
Your score caught my attention as well, particularly the final stage. The dynamically switching music tracks worked to great effect and kept the level fresh.
I do have a couple suggestions for improvement: more environmental detail, and maybe a more forgiving object interaction range.
Also, I noticed a possible bug on the first level. If the moustachioed man hits the blue button before the lady, the game treats it as a mistake. Though that's a pretty insignificant detail and I might just be making an error lol.
Really great teamwork, you all! I'm glad I got to experience your game :)
It's awesome you liked it enough to see the other ending!
That crane puzzle definitely needs a lot of safeguards to not break the game. Originally, I wanted Benson to be able to pull as well as push the generator... but that obviously never got implemented 😅
Thanks for sticking with it through the jank!
Personified paper products possessing peculiar powers is an adorable idea. The art was cute too!
I wish I could have seen more of the game, but once I collected 5 or so paper pals, platforming became particularly perilous because of the oscillating hitbox. Maybe if they were all in a chain, but following the exact movements of the leader instead of extending the shape? Just an idea, of course.
Anywho, great job getting this game finished! And again, I love the visuals <3
You accomplished some quality dialogue! I was always happy to read more banter involving Bungus.
Combat was a bit unclear to me though. I don't know if there's a targeting system I missed or maybe some sort of defensive skill, but I ended up just spamming spells, hoping they would be enough to take out the enemies. It was enough to get me past the slime fight, but my journey ended at the goblins' hands.
Overall, an entertaining experience!
Man, I was so closing to beating that final carriage, but I let myself get surrounded :(
You put together quite the complete experience with amazing art, sound and game feel. You even allow clicking multiple stars in sequence which makes traversal much more convenient.
Your game is one of the best I've played this jam. Truly awesome work!
Also, it's great to see a fellow Godot users!
Hold on, I just have to *ahem*
"...Instead of Slay the Spire... it's Lay the Wire!"
Anyway, that was a really game! It had a good balance of planning ahead and on-the-fly strategy. Every building was clearly explained, so I never felt in the dark. Your art direction was superb as well!
You all deserve a top spot for making this gem!
Slick presentation! It reminded me of Thomas Was Alone.
Your concept is solid as well. I liked having the freedom to use gravity and see the outcome (very good idea and implementation btw). However, being able to start from anywhere, at any angle, in any direction was kind of overwhelming. Maybe if I could adjust the balls' rotation and forces before the simulation began, it would make experimenting more forgiving?
Overall, unique game. I would like to see where you take it.
One-button games are some of my favorites; they always such interesting innovations. Yours included!
The levels were forgiving enough to allow experimentation and not slow down the experience, while still challenging my timing and planning. The presentation was strong, especially the buzzing audio feedback when a ball picks up speed.
Excellent work!