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SweetMelo

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A member registered Jun 14, 2021 · View creator page →

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Easily one of my favorite entries this jam. Gameplay, level design, sound, art — all excellent. Honestly the cute robot on the cover is what got me to click in the first place.

I put about two hours in and finished with a perfect score on every level. That said, I'm still curious about level 15: is it actually solvable with every tile placed up front? I tried for ages and kept hitting two merge points where the turn tiles didn't have enough passes to handle both flows. In the end I ran one branch first, then paused to lay down the other branch's turns. Was that the intended approach, or did I miss something?

One small thing I'd consider: the difficulty curve feels a bit flat at the start. It might be worth pulling a few of the page-2 techniques forward into the levels of page-1.

Thanks for making this — I had a genuinely great time with it. Well done!

在看了视频之后我终于知道怎么上二楼了,我一直在出生点和第一颗星上面那个平台大跳,原来是在这个平台低一个台阶的位置跳......感觉对于隐藏路线的关卡提示略显不足。不过别的方面都不错,特别是飞的手感很好玩儿!btw,死亡音效yi开始吓我一跳XD

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Weirdly cathartic to play — something about frantically putting a trashed room back in order just scratches an itch. Love the art style too.

Chucking the hungover friends out the window is the highlight though — genuinely the correct solution. And the results screen nails it: watching the mess meter tick down, praying it clears the threshold, then my parents' faces dropping when it didn't.

Also just found out from the comments that the dancing room is enterable and has an easter egg in it?? Going back in.

Solid gameplay — the pacing is tight and demanding in a good way.

One bit of friction though: movement is on the arrow keys, but restarting means clicking the menu with the mouse, so my right hand has to jump between the two after every death. Since the game is so time-sensitive, I'd lose a bit of every run just getting my hand back on the keys. A keyboard restart (R) would fix it.

Turning the missed deadline into the submission itself is a great move — I don't think I've seen a jam entry pullthat off before.

It also hit closer to home than I'd like. We nearly didn't make it either — if Mark hadn't extended by an hour, ours wouldn't have gone up at all.

Looking forward to the real thing whenever it's done.

Love this one — especially the moment when everything's on fire and some completely unrelated minigame pops up that you have to clear before you can do anything about it. Uncomfortably accurate simulation of me procrastinating with a deadline breathing down my neck.

Really like the concept — simple and original. I did eventually crack the last level, and the idea behind it is clever.

Love the little story and the old-fashioned Windows 95-style interface! From the title and cover I assumed this would be some kind of route-arranging game, so discovering it's actually a narrative piece with word-detective gameplay was a great surprise — and the pending departure being the controller's own is a lovely touch:)

Yeah, I was thinking the exact same thing during my playing

I can't stop playing this — I've already put about an hour in. Building a rocket against the clock and watching it wobble its way up is so addictive. My best is still only ~3,000m though, and I saw someone in the comments hit 30,000, so there's clearly a lot of depth here I haven't cracked yet.

Which is sort of where this idea comes from: what if auto-alignment were a post-clear unlock? Keep the timer and the random part draws exactly as they are — just let players who've already beaten it line the modules up perfectly, so they can finally find out how high the thing can actually go. It'd give people a reason to come back after the ending, without touching the wobble that makes the main mode work.

Really cool entry — I love the judgment system and the whole visual concept of it.

The part that stood out most is that there's no enforced hit order. Because the arcs shrink independently, I get to plan my own route around the dial and play at whatever rhythm feels comfortable to me, rather than executing a fixed sequence. That turns it into something closer to routing than pure reaction, which I don't think I've felt in a rhythm game before.

That did leave me curious about one thing though: is the mechanic actually tied to the music, or are the pointer's position and the arc spawn points essentially random? I kept wondering whether it's possible to hit 100% by playing strictly to the beat — or whether the reversals make that impossible by design.

Either way, I only managed 75%, so I might just need more practice. Nice work!

This made me realize how tough it is to snipe a target in a crowd lol, and hitting the wrong person induces real guilt. The mechanic of actively reducing the countdown is a great design that really helps the game feel. That said, it could use some balance since spamming shots takes away the timer's urgency. Overall, a great game with very unique art!

Love the art! Interestingly, I found that the sudden drop in pace is actually harder to deal with than the sustained high speed XD. Great job!

The rewind concept is promising but currently somewhat overlaps with the dash, acting just like a backward displacement. There are also a few counter-intuitive designs: aiming dead-center makes bullets miss (requiring an offset), and dash direction is tied to facing instead of movement input, which forces you to look away from enemies during combat.

Still, it's a really neat concept overall. Great job on the jam!

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Thank you so much — that means a lot! The whole team is really proud of the visual side, so it's great to hear it landed.

The silence is a bug, unfortunately — we hit a WebGL export issue with audio and couldn't get it fixed before the deadline. That one stings, since a couple of levels were built around sound.

On the platforming: every level restarts from the beginning by design, and each one is only a handful of platforms long, so we felt the retry loop stayed tight rather than punishing. That said, you're not the only one who's flagged this level — we'll take another look at its difficulty and tune it in a future build.

And yes on the clock — the idea was hour hand for chapter, minute hand for level, but it didn't come across as clearly as we'd hoped.

Thanks again for playing and for writing this up!

I saw the second floor using charged jump, but not high enough to land on it and falling back to the first floor.

The way collecting fake IDs reminds me of those good old days collecting 🍓in Celeste. A nice way to Interpret the theme! Also love the animation, espacially the idle one!

Really love the concept here. The time loop reminds me of Minit, with a bit of Outer Wilds in there too — and making terrain changes persist across loops is the smartest part of the design. It turns repetition into accumulation, which opens up a lot of puzzle design space.

One piece of onboarding is excellent: the player's death at the end of a loop blowing open the surrounding walls. I understood the entire mechanic instantly.

That said, the push-a-monster-to-blow-up-a-distant-wall ability seems to have no equivalent teaching moment, and I was stuck there for a long while. A similar demonstrative setup would smooth that out a lot.

The other rough spot is 10 loops × 10 seconds. Some puzzles require crossing two screens just to observe, leaving 2-3 seconds to actually think. And once all ten lives are gone, re-solving puzzles you've already figured out becomes pure busywork. More loops, or some form of persistent progress, might help.

Overall though, this is a solid entry — especially impressive for a solo dev at this level of polish. Everything above is really just polish-level stuff that a bit of tuning would fix. Looking forward to seeing where this goes!

Thanks so much for playing and for the kind words about the art — that really means a lot to the whole team!
Sorry about the last level being confusing. We've uploaded a patched version in the comments that fixes the audio issue, which is actually essential to figuring out that final puzzle. If you have a few minutes to give it another shot with sound working, we'd love to hear if the last level clicks for you! Thanks again for ur awesome feedback!