Chasing that big 1 mil 😎
TurdBoomerang
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I'm so glad you had this takeaway. I know sokoban puzzles are more suited to the tightly-choreographed single solution style, but I really love the immersive sim "toolbox" approach, so I try to inject a little of that into everything. Thanks so much for playing, and for leaving such a thoughtful comment!
I spent some time hitting my head against some of the limitations of puzzlescript - and ultimately decided to take the hit on the "authenticity" score for a chance to learn puzzlescript and submit something. Oh well!
Thanks so much for your thoughtful feedback - I always value your opinion!! One of the biggest notes I heard during testing was that the jellyfish movement behaviors were a little unclear, and that some of the puzzles were too long. Did the jellies give you any trouble? And do you see any merit to breaking up some of the levels into smaller chunks?
I played through the first four levels, but I'm not 100% sure I understand how to play. It felt like there was an invisible path that weaved through each image that I needed to discover by moving the mouse and observing the ghost's expression - but it was never exactly clear if there were other clues to follow. I like the idea a lot - but if there was a consistent solution or expected approach, I didn't find it 👻The art looks great!
I love this idea! I had a hard time parsing the text and numbers - but I understand that's a limitation of the 64 x 64 resolution, and you packed a heroic amount of detail and info into a tiny window.
I wouldn't mind a "beginner" mode, that either runs way slower or is completely turn-based. I understand how the weapons, enemies, weaknesses and abilities should work in theory, but it's a lot for my brain to parse the symbols and their interactions in real-time. I love that this is deep and complex, but I'm ashamed to admit I need a little bit of an on-ramp to understand what's happening.
I did notice that the animation speeds up if the game is left idle, and doesn't necessarily reset when I start/restart the game. Not sure if that is by design!
I continue to be a huge fan of your work! And I might keep this in my back pocket to return to periodically until I have time to wrap my head around it! The art is great, the UI is clean and polished, and the lane-swapping mechanic of brainrot mobile ads feels really cool and purposeful here. Well done!
Fantastic idea. And it's a huge achievement that you built this in 2 weeks for a jam! And it's super polished in terms of art and sound.
The actual gameplay is pretty slow - it felt like most of my cards were food/water/items that the AI immediately picked up. And that meant that I don't think it was every hungry or thirsty.
You crammed a lot of pinball into a tiny screen! I like the little touches like the drop shadow behind the text, and the way the "Play" button has an animated fill when you hover with the mouse. And it seems like there is a lot of nuance to the scoring system!
I did find it a little odd that the game sort of played itself - but I'm not sure if that is standard in a lot of pinball games! After I hit the ball, it bounced around on the left side for a few minutes, racking up 42k points and upgrading twice without any input from me.
Maybe it's nostalgia, but I loved the setting, It seems like you went to great lengths to create the atmosphere of a supermarket (from a kid's perspective) with the ambient sound and texturing. And this is totally the kind of game that a bored kid dreams up on a dull shopping trip with mom and dad.
Based on the previous comments, it seems like you're aware of some of the gameplay jank - but once I figured out the "shift-to-stop" trick, this was a quick, breezy, fun entry. Nice work!
I have seen so many polished, rock-solid pico-8 games from you that I sometimes take them for granted. This is another one with the signature Achie charm and craftsmanship!
I love this concept, and your implementation is really satisfying - particularly the scoring. If I could have any quality-of-life changes, they would be the ability to see the rules alongside the gameboard (so I can stop flipping back and forth) and maybe a "par" score for a generated level, so I can guage whether I am improving over time.
But without any changes, this is a pico-8 gem! It was one of my most-anticipated entires, and it did not dissapoint! I continue to be a big fan of yours!
This is so cool. This is my favorite design that I have seen in the jam so far!
I love how seamlessly you transition from visual novel style dialogue directly into combat. I love the unique turn-based positioning and swapping combat - which also hits the theme out of the park.
Obviously this is incomplete, but what you have here totally rules. Incredbile work!



































