At first it felt like rage bait, but the more I played around the more it felt like creativity bait. Great work!
Toastcadet
Creator of
Recent community posts
“I noticed that you can kind of use the raising crusher as a lift.” Damn, missed opportunity for me to add another achievement haha
Yeah the intention with the second conveyor belt was to incentivise the player to start throwing materials items in the yellow bin to speed up the item spawn rate (eg more toxic barrels) and create a risk/reward type scenario but I didn’t really manage to effectively signal this to the player
Thanks for the feedback, and keep exploring places where you shouldn’t!
Hot tip, you can throw barrels outside of any side of the map and break the game haha
Yeah I was hoping to fix that one before the jam ended, I tried adding collisions to items while you were carrying them but it felt awkward getting caught on things so I figured leaving in a major game breaking bug was the lesser of two evils.
Glad you didn’t run into the bug where simply walking into barrels pushes them through walls :b
100% agree, especially regarding the barrels.
I tried to put in some logic where barrels were always top priority regardless of how many items were in pickup range, but didn’t manage to get it working in time. I also wanted to have a highlight effect showing you which item is currently detected for interaction which I think would’ve helped a lot with grabbing items in general.
Honestly didn’t think of shift to sprint and now I’m kicking myself as that would’ve been super simple to implement and definitely would’ve made the game more dynamic.
Thanks for the feedback!
Loved the art and the way that the characters animate during battle.
Unfortunately the gameplay itself was fairly tedious and watching the messages play out felt more like watching a debug menu than anything engaging.
I think having some simple particle effects or animations when attacks take place instead of displaying a message would elevate the experience quite a bit.
Cat could be difficult to manage to control at times, but as an owner of a void boi myself I can confirm that is pretty lore accurate. Loved the art style, and having the cat follow the laser pointer is a great idea. Got a bit lost at the start, wasn't super obvious that you had to collect the blue dots using the boxes but got pretty invested after I figured that part out.
Can't think of a better concept to fit the theme for this jam, great idea!
Also enjoyed the gameplay, felt like a bit of a throwback to point and clicks like Broken Sword, Monkey Island etc
Controls were admittedly a bit janky and I got stuck at the nuke, but I guess that was also the case for classic point and clicks too
Absolutely spectacular art stye and the fishing mini game was actually fun which can't be said for a lot of other games with fishing mini games.
I did find navigating menus a bit janky and couldn't really figure out how to make progress, but there's a great vision here and I could definitely picture what this game would be like if it were more fleshed out.
Great work!
The art style in this game is everything I hope to achieve in my own projects at some point, absolutely spectacular work.
The idea of taking items and arranging them into a sculpture also initially crossed my mind when I was thinking of ideas at the start of the jam but I wrote it off as too difficult, so massive props for bringing that to fruition as well.
Love your work!
Coins feel a bit scarce at the start of a round although things tend to balance out once there are more enemies and coins spawning. Maybe having the enemies also drop coins when you defeat them could help, otherwise it feels a bit punishing losing all your coins in the beginning.
Had good fun otherwise, scored around 3k+
Looks like we ended up going with very similar ideas, great to see a different execution.
Was a little bit lost at the start so a bit of a clearer tutorial up front would've been nice, but I loved the atmosphere and the rat puns.
Keep up the great work comrades, we've got nothing to lose but our chains!
I definitely got caught up in the loop and ended up enjoying this one for a solid 10-15 mins, very fun!
Only gripe would be that you can't play another word while the previous word is being scored. Kinda disrupts the flow, especially when you're working against the clock. Having some kind of combo system that rewards scoring words while the other is still completing could be a good way to raise the skill ceiling and reward players in this instance rather than hold them up.
Apart from that, this game is really well put together and very addictive, fantastic work!

