Thanks for playing! I’ve had a couple people agree with you on that, so I hope to change it after the jam! If I can figure it out, I might also add a way to adjust the line’s points after placing, so you don’t have to completely redo them.
superinfra
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12-2 was as high as I could get. The difficulty was well-balanced, you really have to earn that “great job” screen!
I was a little disappointed when I found out the AI was just RNG, but I don’t think I could beat an actual bot, so it’s okay for this game.
Either way, you nailed the chalkboard look of it! It even sounded like chalk. Nice work!
I thought it’d be a pretty easy game until the duck exploded into a billion pieces… I flipped out ngl.
But honestly counting all of it was pretty relaxing! The environment still gives it a decent amount of difficulty (grass hiding feathers, river moving them, etc) and was very well designed.
The tree is a little weird, though. The platforms are too high, and you need to jump onto the actual side of the tree to reach them, which makes it look like your duck is levitating. Funny, but strange. The timer can take a while, too.
OVerall, well done, great work on the game!
Super fun! Barely scraped out a win with max upgrades. I liked having ammo and health all being tied to the same thing, and the variety of enemies, although small, was plenty for a short jam game. There were a couple times where my bullets felt a bit slow compared to my spaceship speed, mostly when I was trying to hit a moving meteor for ice cream sandwiches. Maybe they could have been tied to the speed upgrade, but all in all, I’d love to play an infinite version :) Great work guys!
Haha, yeah, I got a little crazy after the tutorial! I’d already taken up 3 of the 8 levels on really easy stuff, so I guess I panicked a little bit and made it too hard. I appreciate the feedback, this has all been a great learning experience so far!
EDIT: Also, for that particular level…
Spoiler (hint for level 4)
...make sure your lines aren't too steep! On a steep track, the marbles are quickly pulled downward by gravity more than they're rolled across. On a flatter track, they're still affected by gravity, of course, but they have more time to build horizontal momentum from rolling across. That momentum is needed to cross the gap over #2!17.77 car, 9.32 bike!
I noticed there was a bug where if you press esc to try and go to the menu while on the win screen, instead of opening the menu it lets you drive the car again and continues the timer, showing both the win & failure screens when you run out of time. The pause menu opens but doesn’t work after that (at least not until I restart with space). Same thing the other way around.
As for the gameplay itself, driving both the car and the bike felt really nice! I’m not sure if they had different physics or not. The impact sound effects are funny and sound nice but seem slightly delayed. The car was a nice challenge, the bike was really easy but fun to speedrun! I liked them both, great work.
First playthtough, I died to the king and got a pretty self-explanatory “integer divide by zero” error, but it somehow switched the loss screen to victory and broke the game. I had to refresh.
Second and third playthrough I had a deeper understanding of what to do and had some fun with it! Very clever twist on normal death mechanics. Even though I don’t really enjoy this genre, it’s clear that a lot of effort was put into this game. All the different enemies were interesting, and they all need different strategies to beat them. Great work!
Thanks for playing and taking the time to write this out! I did go back and forth a couple times on whether the X button should delete the lines or not, and if I had extra time, I probably would have made it a difficulty setting. I’m glad the UI worked alright for you, it’s super annoying to have a massive bug like this one but at least not everybody’s getting hit by it.
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Good game! I didn’t get any coins or anything but the (presumably) normal ending was great on its own. VA is well done, but I had audio issues in the first couple minutes. Still, I understand that’s not your fault. Overall the game felt very professional and doesn’t really seem like something made in 4 days! Nice job
Haha fair enough. 4 days was pretty tough. The description helped a lot though! Now that I understand them, the puzzles are clever and pretty much the perfect difficulty. I had fun with every single one of them. The last level was a nice finisher, it took me a couple minutes and finally solving it was very satisfying. And the art is still great. Nice work guys :))
Yeah, I had similar reports about the UI. I had to try and fix it in the last hour, so I probably missed something 😅
But thanks for playing! I’m glad you enjoyed it.
Can you actually tell me your monitor resolution if you don’t mind? I obviously can’t fix it now, but I’m curious if it’s something with that.
Cool game! Made me think of this Bill Wurtz clip that’s pretty much ancient now but still kinda funny.
Anyway, the game is great. It’s cool how the same map can make a bunch of different levels that are all really fun. The character slowly getting super sunburned is a great detail! Sometimes (mostly between the two overlapping umbrellas at spawn) I’ll enter a shadow and keep taking damage, which is a little annoying, but I usually survive since going out and back into the shadow fixes it.
Pretty fun especially for a typing game, they’re usually not my thing! I wish more letters were visible at a time, but I really don’t have any complaints other than that. Also, I think adding the different backgrounds was a weird time management choice in a 96-hour jam, but they all look super nice, so it worked out. Nice submission!
It’s too late to add an in-game tutorial, but please add something to your description! I was able to figure out that the carpeted tiles give moves and bare tiles don’t, but not before I think most people would have clicked off and played another submission.
As for the game itself, I like it! It seemed fun in the first few levels and if I understood the game I think I would have fun completing it. The art is great!
I like the concept, but I feel like the main mechanic of blowing yourself up is severely underutilized, especially compared to the spikes. However, I did like the layout of the levels, where a little bit of exploration is required before you can just make it to the end.
If there was more use of the exploding mechanic, I think the game could be better, but either way I had a good time playing! Nicely done
Thank you for reporting this! I just noticed this comment… it looked fine on my display, even in the export. But the Player Settings had a different resolution than the one I designed the UI in, so I matched it on both Itch and Unity. Did that fix it? I usually export to Mac, so I don’t do web exports often.
Very tough, I couldn’t make it very far. I feel like the hint feature is way too OP since it reveals the entire path. Maybe it could fade away when you release the button so that you have to hold it down and memorize? Either way, a very fun game! I’ll be back to rate it
Edit July 26: I replayed this and did all the levels and it’s even better. Awesome game!
The dialog in this game sounds exactly like a conversation between brothers. Doesn’t try to be smart or anything (really, it’s pretty stupid), they’re just yapping. It really feels like I just watched this happen in real life. Very cool!
Very, very slight spoiler
The music coming in at the end hit me like a truck, too


Oh hell no…