I’m super happy you were able to make it to the river. That requires skill.
TheHandsOnGuy
Creator of
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I hoped players will spam the mirror and see the path revealed.Thanks for the constructive criticism. Agreed, without hints and indication of progress, it’s hard to discover what do next, especially at a jam where you have 10 games to playtest.
That is very kind. Yep, the boss is in the north, and if you can beat it, you win the game. <3
I think I need to learn, through experience, how to communicate expectations and reward players when they figure things out. I want players to know when they’re making progress toward an intended goal. :) When players discover something interesting that I didn’t plan for, I’d like that to feel fun and natural, and that can be a bit more difficult.
My favorite things in games are unexpected, fun experiences to discover, like bunny hopping in Quake. It’s fun when people end up knowing your game better than you do! To get there, you need to communicate your game world and intentions clearly, in a natural, intuitive way.
Having such a great community makes the journey even more fulfilling.
Wow, you got to the river area! That is amazing, you made my day. Were you able to cross it? <3 Thanks a lot for playtesting my game and providing meaningful feedback.
I initially intended for players to get lost and wander around a bit, I’m starting to think it was a bad choice! I considered adding a guiding arrow. Perhaps that would have been a good direction.
Thanks and have a great jam.
Thanks a lot for the feedback, I’ll definitely make it simpler.
Originally, I did strongly consider having an arrow guide the player (like in an arcade brawler game). When I was making it under pressure, I had hope people would want to explore the world and figure out they are trapped in a nightmarish world that repeats itself. When they head west, south and east, the return to the exact same spot. This would leave north as the only direction that leads anywhere. As if the game is forcing the player down a path, the hero should be reluctant to go. That was pretentious perhaps. I was hoping to express the feeling of cold, hopelessness, dread and such. My intention was that the combat mechanic itself will be fun (like in Silent Hill), cause the game itself mostly conveys despair. I took the theme and experimented with it as a game mechanic and as a concept.
The ghost is not where it is positioned in the mirror world. It is positioned in the real world, relatively to you, at the same position the mirror ghost is positioned relative to the mirrored player.
So if this is what you see
MIRROR
G
P
------------
P
(G`)
REAL
M |
I G |(G`) R
R | E
R P | P A
O | L
R |
You’ll need to hit the invisible ghost in the real world. Where P is the player and G is the Ghost. Of course, you can’t actually see (G`). You can estimate it’s position based on G.
Did you use the mirror (hold space) to detect ghosts and destroy them? They drop spirit flames that give warmth.
They will quickly drain your warmth if they aren’t defeated.
Hint
I love your game. It is very juicy. I finished both areas. Is there another secret? I didn’t notice anything light up after finishing the second area. Really good work! Very juicy and surprisingly not frustrating. I wanted to do something similar and felt it would be unfair to the player and you made it good! I deeply enjoyed this.
You definitely have my vote for #1 5/5
Hi bro, it is always good to see you. This is an experiment, to make an incremental rhythm clicker with high stakes. I haven’t figured everything out yet. I am practicing and experimenting. I want to add upgrades. I wanna get to know what makes these clicker games fun and satisfying. I am also working on getting game juice right.
It will do pretty well relative to most games. It reminds me of a very popular game, TIS 100 by Zachtronics. I loved playing it, and this is even better!
Of course, nobody can guarantee success. Failure is healthy. This is definitely a great product. After I played that pesky block welding game and enjoyed it, I looked at your other work recently and found it all top notch. This one seems to be the most commercially viable, in my opinion. I would also pay if that slime puzzle became a full fledged product.
Your work ethic and planning skills astound me, brother.
It is so good that I think someone might steal it if you do not turn it into something more. I would have added a graphical Scratch like option for kids, though. I will definitely let my son play this game. You really did great! I mean professionally great, not hobby great, which is also amazing.
This is the best dating sim I ever played! Even though I know it is intended to be a puzzle. 95% of the time I had no idea what I was doing. When I figured something that seemed to work, it never worked again. It was both extremely frustrating and satisfying. It feel like I’m wasting precious time and that it is the most precious worthwhile thing in the world! Whenever it felt like this is the one, and I’m finally done, it was one of many and did not even stick out in the big picture.
The game is brilliant! Your mind is fascinating. You are a great person.
You somehow captured exactly what wanting a deep romantic relationship in 2025 feels like in a puzzle about A going into B.
I managed to deliver all the presents!
It was good.
The music is fun!
The graphics are great.
Something is missing in the gameplay for me.
It is great for a game jam project. I kinda wish I had to aim the presents and not only mash that red button. I guess I can drive better.
This has potential.
A great game jam entry.
It certainly delivers on the drunken driver feeling.

This is a great rhythm game! The avoidance part enhances it. I really don’t enjoy the “save coin” aspect. Why stop the pacing of the game abruptly only to tell me that I don’t have enough coins to get something. It is disrupting to the gameplay.
Other than that, it plays really well. Good gameplay mechanic. Simple, and effective!
I managed to get some house. It was enjoyable.

The gameplay mechanics are there and I wish they’d be more accessible. The first level is very easy, not sure why. The guy is exposed. The second guy hits hard and fast. It is really hard. Feels almost impossible to dodge and return the favor. So I see a lot of potential. Maybe it needs more playtesting and balancing or an easy mode or a tutorial section.
The gameplay is balanced. It is a good shooter. It felt that it was kind of like those old Shooter Gallery games where targets pop up and you need to shoot them. You stripped down enemies firing back, and needing to hit most of the enemies, and the time limit, so it is a slow paced high stakes Shooter Gallery where you can take your time and aim and you must hit! One time I hit two at once! That felt good, I got an extra shot thanks to that.

I played for a bit and enjoyed and the game is well made, and unique in how they don’t shoot back and you lose by simply by missing shots. It did feel repetitive after awhile and it does seem that it is getting harder as you progress.
Having furniture to buy is a great addon. I wonder if there is a cool ending. It is addictive!
So on one hand it oozes with style and game feel and on the other hand it is too easy and predictable shortly into the game. So I guess it needs to escalate?
For a game jam, it really is good.
I wanna say click for pick-up, right click for drop down, would have been fine! Did not need E & Q personaly.









