Thank you so much, I really appreciate it :)!
Tonyl
Creator of
Recent community posts
Took me three attempts but managed to get to the end without hints. I enjoyed this a lot :)! I would appreciate a few more QoL features like ending a command prematurely or quickly erasing the whole line. But I love how faithfully each element supports the real terminal feel! Thanks for the challenge :).
A beautiful game and a nice twist on Is This Seat Taken? :). As a puzzle game fan, I take issue with some screens being unsolvable, e.g. "likes being on the left" and "close to the landmark" when the landmark is to the right. I love the visual feedback for character satisfaction! Though there are a couple visual distractions too, like the flashing lives lights or the seemingly clickable camera UI. But overall a really great execution, thanks for making this :)!
Plays nicely :)! The action tests feel great and I enjoyed preparing drinks.
Given the bar layout, my actions were very linear: ask, prepare, and deliver, handling each customer one-by-one. Some mechanics to break up this pattern and force me to strategize could make this more interesting! Some little things that could also improve the experience would be instant feedback for how well you served a customer (so you can quickly learn and adapt) and highlighting what action is selected (instead of having to read a text prompt while rushing).
For a first jam game, this is very impressive, well done :)!
Simple idea that is easy to pick up! The colour coding helped me remember which balloons to focus on. I would love to hear the audience cheer the numbers or have other elements hype up the party atmosphere :). While there is a time limit, it is not very apparent, so I didn't feel too much urgency. Nonetheless, nice little game :)!
I really like how you use the tight timer and colours on the text to enable a unique kind of experience of frantically assessing paperwork – taking shortcuts instead of careful reviews :). I would love to have some audio on the countdown since my eyes are already way too occupied. There is also good feedback on how you did, but not on how well you should do. I like the hands-on tutorial. Overall, nicely done :)!
I spent way longer playing this than I intended, haha :D! It's easy to learn but challenging and hard to master. I especially like the extra strats from the Tips section, as well as how the different tiles work together (e.g. brittle blocks form traps, metal tiles push).
I found the slam without a cooldown didn't quite fit the rest of the moves, but I see it's a known bug. If there is one thing I would love to see for polish, it would have to be particles when blocks break and coins spewing from treasure chests :).
Very fun and well crafted, thank you!
Unfortunately, there are some balancing issues which demotivated me from interacting with the systems. Why slowly train when I can work and buy characters with better stats? Why fight at all when I can sell for unlimited profit? With a few tweaks though, it could be interesting. Congrats on your first jam entry and if you intend to continue working on it, good luck with the iterations :)!
A truly hilarious premise! I loved the quirkiness and would love to see it built up even further: the producer panicking audibly, the final screen showing your failed attempts… The stretching was a bit finicky in that it not always wanted to move when I pulled. Regardless, very funny :)!
P.S.: I'm curious how you're handling the score calculation, care to share :)?
The first run was quite frustrating as I had little time to look around and kept losing money each round :D. But once I understood how to use the towers, that I can sell them to get some money back, and that the multiplier is powerful, it was quite fun to figure out strategies! An upgrade I found very powerful is the "Squares replenish time" – especially if you have at least two, you can easily attain infinite money by repeatedly selling and placing a square. Albeit a flaw, it was fun to find :). Thanks for the game!
Nice and chill :). I was surprised I didn't have to return back to the surface before my oxygen ran out. There were unfortunately quite a few bugs: my oxygen tanks kept doubling in count (I had some 44!), I was asked to make the suit after already having it, I couldn't interact with the hatch. But I still had some fun and appreciate the story tidbits :)!
I like the progression of continuously getting stronger and able to reach new areas but found it difficult to get very far even when I prioritized the battery. Constantly replaying the beginning got quite repetitive. The limited colour palette is a nice touch (although it was sometimes a little hard to see walls).
Nice inventory system! I also like the cute pixel art and the dynamic background :).
I think the backpack size has not challenged me in a very interesting way: at first I could collect without much penalty… then later, when I got too tall, I lost motivation to keep exploring, knowing I would need to throw things out and have little room to keep collecting. Interesting concept though, I like how intuitive the growing backpack is :)!
















