This is pretty cool concept with potential to be really tricky. I wish there was some more juice/feedback when completing the circle and destroying the flies instead of them just vanishing, but the core gameplay is solid.
tykenn
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I got all the upgrades and it took me 31 tries, but finally got to the end ... er...beginning? Anyway, this is pretty cool. I like the variety of upgrades and slowly making sense of the timeline as my view clears and things slow down. It's not often that going slower is considered an upgrade, but it certainly works here
That was really cool and fun. I like how it's a balance of aiming at the object, timing things to build the tower the right way, and platforming to avoid getting trapped or falling. It did make me think of Tricky Towers, but even more chaotic, which makes the end result more interesting. Here's my final tower:
I just played The Witness for the first time last week, so some of the references in this were still fresh in my memory, which made this game particularly interesting. Being able to rearrange the island itself, and so many things on the island that I assumed was just scenery at first, was really cool. This has an impressive number of unique puzzles for a jam game. And tbh I think I'm now convinced that sliding blocks lend themselves better to Witness-type puzzles than The Witness's mazes do.
Thanks for playing! There is an ending sequence if you propose after maxing out her hearts from giving her gifts (Heart fruits being most effective). But being able to successfully harvest heart fruits was sort of the real goal I was pushing for anyway, with the dating system more just a way to nudge you in that direction (and play with some farming sim tropes), so you chose a good stopping point.
I got to 5th rank before I fell through the floor into the void and the game crashed. It took a long time to get to that point, and the upgrade didn't seem to do much past a point, but overall the game was pretty fun, and I thought it was hilarious how the fame literally goes to your head as your head inflates
This is pretty cool. The first board it gave me has a balance of 3 different animals and I couldn't even begin to figure it out, but then I refreshed it and it was all one animal except for one (and only a few X's), and which was more doable. And then after that I was more prepared for the harder boards. So I think the game would be less intimidating if they were ordered by difficulty instead of random. Overall though, once I figured it out the game was great
I like it, but wow this was a big map for a jam game! I misread the warning and for most of the time thought that going back to drawing mode would make me start the map over, so in the town I was putting in a lot of effort to make sure I got everything, realized my mistake, and then got a lot lazier. I wouldn't normally have this much patience for a jam game of this scope, but it was fun.
Apparently it didn't like it when I equipped the sword, because after that an error popped up every couple seconds that I had to dismiss with the mouse. I assume that was left over from defaults and this game's plot doesn't actually involve any sword fights? I like the little slice-of-life interactions, and so I might revisit this in a no-sword run to get further and brag more to my gospel friends Matthew, Mark, Luke, and John.
It's like Getting Over It, except fun instead of mean. I made it to the top and got all the gears. This is one of my favorites so far in this jam. The one-arm section was a little rough (I first assumed it was mouse or WASD instead of both, even though now that I check again the instructions do show a +). But once I figured it out and got the second arm, it got really exciting. I appreciate that each upgrade made it easier to get back where I was faster each time I fall, so the climb felt risky enough but still let me spend the majority of time reaching new areas instead of redoing old areas.
There were several subversions that made me laugh and remind me of Superliminal. That's the kind of thing I love to see from these kinds of puzzle games, and is often missing from other jam games doing a similar portal-esque test chamber thing. It's a clever use of space that plays with my field of view and my assumptions about what is part of the puzzle.
Fun idea, but it got repetitive fast. A few thoughts:
- Those text instructions went away too fast, so I couldn't read much of them.
- Between the camera being behind the tower and all the explosions, I couldn't actually see what I was doing
- The enemies were predictable, always approaching from basically the same side, so even though I couldn't see what I was doing, I could just spam bombs in the same place and it would usually work
- Each round was almost identical to the last. I wish things switched up from round to round, like new patterns in how I have to time the tower building, or the enemies trying new strategies.

Add me to the list of people struggling to get past the first obstacle. The idea has some potential, but here's what most of my experience was:
- At first I assumed I had to start the drag from the ice cube, which made it impossible to jump very far
- Even after figuring out I could start the drag from anywhere, I kept trying to drag outside the small window, which would activate the jump before I could aim.
- I would get caught on corners and lose most of my speed, and then I would try again but overcompensate, launch past my target, and slide back to the beginning.
Thanks for posting the walkthrough, because I probably would have given up looking for that worm. Cool idea, it was fairly surreal, and I like surreal games. The zooming makes it especially hard to figure out what's interactable though, and the genre is already notorious for pixel hunting, so it would've been nice if some of that was clearer.
I got to the end! It kind of feels like "the floor is lava," but the furniture isn't accommodating to avoiding the floor completely, so you have to cheat a little, but not too much.
It was interesting in the later levels where I had to plan in advance which places I wanted to touch to leave myself a safe path back.