The updated version is really solid!
The level design explores the dynamics of the mechanics the perfect amount!
Great job!
Time Moth Games
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Very charming aesthetic!
Sadly, I was not able to make it past the first level.
I enjoyed the duality of the characters. I would have loved to play more and experience a bit of a narrative progression. The game has a good foundation and could turn into something quite enjoyable with more polish and content!
With the name and art style of the game, I did NOT expect a base defence shooter!
This is extremely well executed! The mashup of gameplay and art is super solid and really satisfying to play!
I feel like adding a small description/title to the snacks in the upgrade shop could help the player understand what they do, adding a deeper element of choice/decision. Like most round based games, I wish there was an endless mode to see how crazy the attacks/enemies can get!
Really fun game, very well polished! The quirky/cute narrative is a nice cherry on top!
Interesting idea! I like that personalities influence play styles and strategies while also being a bit of a commentary on humanity.
Sadly, the game does not work quite right for me. My people disappear/never get spawned and a few of the modifiers seem to be missing.
I can see this becoming a really solid (and addicting) incremental type game with more polish!
Glad to see some familiar faces in the jam! I like the direction of the idea, has a Digital Circus X WarioWare vibe.
Sadly, the game did not seem to work too well for me. The first mini game didn't have too much player feedback to go off of, it was a bit confusing to know if I had won or not.
A few improvements I would suggest would be to add more narrative clarity. The dialogue is hard to hear, especially with the music. Having subtitles and a way to skip through the dialogue would help the gameplay flow. Having the mini games flow quickly one after the other would keep engagement. Having the dialogue play during the games would be good too (to have it be as non-intrusive as possible).
I wish I could have gotten to play more of the minigames. With a bit of polish, I think the idea can be conveyed quite successfully!
Had to try playing alone, but I really see the potential chaos of going against a friend!
The player feedback and dynamics of the game are very satisfying!
A small improvement I would suggest is to add an indicator on the dangerous balls that can currently destroy the players. I've gotten eliminated by some slow moving ones that I thought could be safe to grab.
Definitely a game to revisit at a party or gathering!
Simple and effective! Great narrative progression! Every element works to support the vibe.
As someone who grew up with cats, the story hits pretty deep. This is a really nice little homage.
Playing blindly and jumping into the first level creates a bit of disconnect (trying to figure out what is going on without any context). I feel like the addition of a little narrative moment before the game starts could help establish the player's expectation.
You guys hit that "A Little to the Left" satisfaction spot on!
Very interesting aesthetic! It makes the investigation and exploration aspects quite immersive.
Sadly, I was not able to complete the game. I figured that the third character was the ghost, but no combination of items seemed to work at the altar. After searching for a while, I fear that I may have missed something.
The way the narrative is portrayed makes me want more.
The aesthetic is very cute and well executed! The game could benefit from some audio, just for that extra bit of immersion.
The gameplay is smooth and easy to get a hold of. I feel like it could benefit from more dangerous threats/hazards to make those risk/reward moments of jumping over things feel more satisfying and challenge the player for a more engaging gameplay loop.
Variety in the objects could make for interesting gameplay, like gum that slows you down/prevent you from jumping or bombs that explode, launching the character on contact (if you guys decide to expand on the project).
Really solid aesthetic! I`m curious as to how you guys achieved some of the texture effects. The models are well done and everything fits together in a super cozy way!
I really like the message the game is trying to convey, I think it really fits the theme. Sadly, the game did end up breaking for me after the drawing of the daughter and her friend popped up (for the second time).
I would see this concept be super effective as a mini animated film or something. Good stuff for how short the jam was!
Interesting concept. Some player feedback elements as the rotation happens could help describe what is happening (simple animations, descriptive text, step by step process, etc.). The rules make sense, but seeing it happen in game becomes a bit overwhelming. I could see this become a nice competitive board game style game with a bit more polish.
The concept is quite interesting. If you were to improve on the game, I think some player guidance elements that identify the objectives around the level would help (outline material, waypoint, etc.). Being able to clearly find/figure out where you need to go before an attempt helps the flow of the experience.
Thanks a lot!
The growing platforms are simply a static mesh that is set to scale over time to a desired (adjustable) size based on a editable pivot point its attached to. Had to do some tweaking to get them to grow exactly as intended, but with a debug option that allows to see both end states at any given time, it was fairly easy to populate the game with them.

















