Happens to the best of us. Not really a colossal issue to my eyes since playtesting would've caught that anyway and it would've ended up addressed one way or another.
W1K
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Very goofy game with goofy controls. Surprised I haven't seen any hula hooping games yet which makes this surprisingly fairly unique. The QWOP inspired controls sure are there, and it sure is hard, but apparently people have been rocking the leaderboard somehow so maybe I just suck. The 3D mesh of the hoop actually looks really cool, the mix of 2D art and the 3D hoop kind of adds to the trippyness of the game and is a nice effect. On that note, the rigging of the 2D model are equally as goofy. It was a quick and funny minigame, pretty amusing while it lasted.
Hotkey per send e restart sono state suggerite in passato, anche l'aggiunta di un tasto undo che ci è passato di mente. Sicuramente verranno aggiunti in futuro durante polish post-jam. Bug del next siamo anche bene a conoscenza e probabilmente causato da qualche polish che abbiamo fatto tra beta testing e l'aggiunta del timer giusto prima del rilascio. Grazie per aver provato il gioco!
Crazy crazy game! Absolutelly love the concept, a recursion-based puzzle is a great concept and the way it's executed here just makes it plain fun to mess with and truly create some mathematical abominations. The detection is a little finnicky sometimes but it's sort of understandable with this complex a game. Easily one of the most creative games I've played this jam.
Very very cool artsy game. The presentation is fantastic, the mechanics are simple and relaxing. It is trying to put you in a trance, and boy will it put you in one. The flashing white might be a little extreme but there was only one instance of the flashing getting too out of hand. The webpage is also true eyecandy. Absolutelly one of a kind experience.
Very fun game! Has resolution problems but we 16:10 are almost used to it at this point. Unfortunately though, that made the last level impossible to beat which is a shame. The grappling hook mechanics are really cool, and the addition of the boosting adds a really cool layer of complexity to it. The timer is a nice addition as this would make a banger speedrunning game (and S ranking levels being as hard as is, it sure is). Despite the very simple presentation, the mechanics alone made this a joy to play through.
Very cool presentation and tmuy. Art is definitelly the highlight here. Gameplay-wise, I enjoy a good bullet hell, albeit the enemies didn't pose much of a threat and their patterns were fairly basic, I found the most effective way to beat the game is zoom straight to the boss and just kill it (especially with the map being the same every time). The upgrades are nice, haven't found much of a use for the dash (alt fire functioning as a pseudo dash is very funny btw), while the shield is incredibly useful and probably the strongest upgrade. I didn't realize there was an alt fire at all until my last run. Also feel there isn't much of a reason to grab non-damage upgrades but might just be the way I play games. I enjoyed it overall and the boss was fun, just had a bit of a confusing user experience.
Fun logic puzzle game, suffers from a bit of lack of playtesting from what I understand, but it's still an enjoyable little puzzle game. I feel the looping is mostly in the narrative, and admittedly the narrative would have worked without the looping as well so might not be the most fitting to the theme, but it is a decently solid game still. It has a bit of a first time experience issue due to the switches that rotate the routers seeming kind of random till you pay very close attention, highlighting what each switch rotates would've made it much clearer. Once you get past the hurdle of learning how the switches work, the line connecting puzzles are definitelly fun. Aesthetically it looks very nice, the glitch effect is very cool, some of the lighting could be adjusted to better highlight the platforms you can stand on but that's minor polish. Was a fairly nice experience to play through!
Thanks for playing the game! Definitelly on the more interesting feedback, didn't really cross our mind to test the game for color blindness. Considering the planets are based on actual solar system planets, it might be a bit difficult to adjust them to better distinguish between them but we have been considering more clear indicators, potentially a number to explictly show their size right on the planets themselves. The checkmark can be changed and definitelly wasn't something we accounted for. It's definitelly feedback we'll try to keep in mind for future projects as well.
Unreasonably well-made as last commenter puts it, it's the only reasonable way I can put this. What the heck were you on. The art looks very clean and the music is an absolute banger. The concept is very out there but super satisfying and almost shocks me no one's ever tried to design a rhythm platformer, but I'm honored it came from such insanely talented compatriots. There's also more levels than I expected for this kind of concept, ramp in difficulty nicely as well. Only borderline nitpick I can think of is maybe the camera should be a bit more spatious to help with some of the platforming (especially in the levels where you go down a lot) but man I absolutelly loved this in every way otherwise. Avete spaccato malissimo.
Very eye candy game (haha get it the poor sod), the dungeon crawling looks very cool and the aesthetics are fantastic. The light mechanic is very cool both in its presentation and puzzles involved. I loved the dialogues especially, the minotaur took years of my life figuratively and almost literally. The puzzle was a little difficult to figure out but we eventually did, at least it's not particularly difficult to brute force but we did our best to avoid it. I'm not entirely sure how the theme really applies here as there isn't any immediately obvious looping in narrative or mechanics, but I still found it a rather cool and creative game on its own four legs. Quite enjoyed it!
Hey gang, as the jam is closing to an end, I just want to say, we have been absolutelly floored by the support and you have no clue how happy this makes us as developers. Normally I would go by and play all my commenters games but we got an overwhelming number of comments this time around I fear that might not be possible, which saddens me greatly. Least I can do is let you know that your support has truly made this the most rewarding experience we've ever had. My sincerest thank you!
Incredibly clever game! As far as cool mechanics go this was one of my favorites this jam, which is a shame because I really feel this game deserves much more attention than it does. Had resolution problems but after learning it's running on a custom engine (because no existing engine can feasibly accomplish this), it's very understandable why that piece of polish would fall through. The looping mechanic is fenomenal and leads to some one of a kind puzzles you couldn't come up with in any other way. The window acting like an entity of its own and talking to you by changing its name was incredibly clever and charming. I really have no complaints aside from the resolution, and maybe the presentation could use some work, but it was easily one of the most impressive games I've played this jam and is woefully underrated.
While it shares a lot of similarities with buckshot roulette, it's a fantastic twist on the formula and the presentation is absolutelly great. The gameshow theming is very charming both in aesthetics and narrative, the gigantic toy is both goofy and menacing. The gameplay loop of cycling items in and out to figure out which ones are the most convenient on which round leads to cool strategizing. It is RNG heavy but it's also kind of the point so it gets a pass on that front, you're just expected to lose a finger or two then weight the odds your way. Was a very enjoyable entry and kind of nailed it in all regards!
Should probably start by saying I'm not exactly a point and click guy so my judgement might be a bit off as I don't know how these kind of games are usually designed, but while I struggled a bit to figure it out (and didn't have enough time to finish it on stream) I can totally see the sheer amount of care and quality that went into making this. Every single piece of clue doubles as a narrative clue as well. The onboarding with the times on the candles is a good enough way to teach the mechanics to the player, albeit I still struggled a little bit to figure out the mechanics after it due to how cryptic some of the clues are (it is a mystery game, that might kind of the point), I did eventually get to solving quite a few of them one by one. The artstyle is just pristine and totally the highlight here. The clock being the main mechanic to solve all the clues is very cool in theory, there might be some frustration when you try and fail to figure out one of the clues and you're not forced to wait for the clock to do a full loop to try again, but you could justify that as a punishment for failing. Not my cup of tea but absolutelly a very polished and memorable game I got quite a bit of enjoyment out of exploring, especially with its incredibly good art and narrative!
Streamed a playthrough of it if you wanna check it out (or at least what you weren't around for)
Very fun take on the sokoban genre, levels are all very well designed and the difficulty ramps up nicely! I think a block pushing puzzle game with screen wrapping would've already been a cool concept on its own, but the addition of the different colored areas you can switch between, and the colors themselves being what restricts you to specific areas, was all a very cool addition to add further depth to the game. Was, shockingly enough, the only PICO game we played this year, but I'm not feeling the limitations of the engine at all, outside of maybe wishing there was more levels to play through. Granted, getting your players to wish there was *more* content is generally a great sign you got them in a good gameplay loop (pun intended) and what the game provided is more than adequate. In fact that's really the only feedback I can give as everything was just perfect. I really enjoyed it, was a very cleanly made and quick treat that got me really engaged!
Very cool mind bending puzzle, definitelly on the more creative side compared to other similar "screen looping" games. I actually love the box gravity mechanic, it's really cool and clever, but unfortunately I feel it's not quite introduced properly. Designing a whole puzzle around the box weighting you down probably would have helped, as then you would have a clue that item weight actually matters. The first time you're meant to use the reversed gravity box it's sort of thrown out there without much of a clue. That being said though, once you do figure it out, it leans into some really cool applications. Otherwise game looks very clean and is very fun to play!
Funny game, funny art, funny presentation. Might not be the most clever application of the jam's theme, but it's a fun and well designed game with some nice unique mechanics. Unfortunately the resolution problems (the buttons off-screen) are a bit of a headache to deal with and I had a bit of an advantage from the dev and people that played the game before giving me pointers on stream, so your mileage might vary. I also have no clue why the backgrounds disappear on certain browsers, really gave me a confusing head scratcher there. That being said, very solid small game especially if the resolution problems will be fixed, I very much enjoyed it. Also the egg came first scientifically speaking, you're welcome.
Crazy game, I kind of struggle to properly review this one. As a whole it's a very good, maybe a little simple platformer, with a fun portaling mechanic used for puzzles and platforming challenges. The jumping and immediate portaling to effectively get extra height is a very cool mechanic I quite enjoy. While very well designed, its adherence to the theme is a little weak, BUT it IS a freaking gameboy game. I don't know how these are made (and I can't imagine it's particularly easy) but the aesthetic matching those of a gameboy, on top of being playable on an actual gameboy, is incredibly impressive, but not something I can easily rate, so my numbers might be skewed a little higher for that alone. Still, I quite enjoyed the gameplay of it!
"We are NOT fine" spoken like a true top rated actor. Transition gave me such a laugh I was about to die myself (bonus points for immersion?). The looping is *somewhat* there in its mechanics but I wouldn't call it the most creative use of the theme, and the mechanics themselves are very simple but I liked the creativity of making the tracks bob with the background elements. The story is simple but engaging enough and the writing has some funny charm to it (and steve minecraft is in it). I very much enjoyed it!
I did not receive a poiuyt in the mail after playing this and my disappointment is immense and eternal.
This is on the category of games where the looping is entirely in the narrative, but the narrative is so unbelievably funny that it deserves every praise I can give it. It's a good, short and very amusing visual novel. The hypnosis is a goofy gimmick, maybe a little frustrating at times and drags a little long, normally I wouldn't mind a "vibe check" mechanic that slows the game to a crawl to let the story sink in, but you can't exactly do that while you're trying to beat the minigame like your life depends on it (it might). Game's not winning an award for creative implementation of looping in the mechanics, but it amused me so much it easily ranked on my favorite games this year 'round.
This game was absolutelly incredible. The spooky atmosphere is pristine and both the constantly changing environment AND the small footsteps scare early on both contribute to the game feeling VERY unpredictable and keeping you on edge at all times. I played quite a few horror games this jam and this might be the only one that genuinely scared me, the footsteps subtly putting the notion in my head this game *might* have jumpscares just kept me on edge at all times, and the lighting and liminality of the whole environment just exude a crazy aura of dread. The story is also incredible and the looping themes shine in every aspect of it from narrative to gameplay. Part of me kind of wishes there were subtitles, or a way to implement a similar system, as the phone calls were phenomenal but between the static and filter it was a little hard to understand at times, but I understand it might've caused some issues with immersion as this game relies on it greatly. Still, easily one of the best games I played this jam, what an absolute treat.
Very cool looking, very cool sounding, and very satisfying game! Hits those good old DOS game aesthetics and has a very satisfying crunch to its sound effects on top of the also very satisfying looping of items around the controllable orbit to combo multiple enemies as much as possible. I love how the two items have completelly different purposes, albeit more or upgrades to the existing ones for added variety might've gone a long way for variety. The enemy variety itself is very nice (and the theming around the various malwares is very fun), just wish the first couple levels were a little shorter to encourage replay. That being said this was one of the most enjoyable games I played this jam!
Very cool concept and crazy effects. Gameplay could definitelly use a bit of tweaking with the weapon recharge rate (probably make it a bit clearer that moving slows it down but I'll blame myself for not reading for that one). I was half hoping most of the rooms would be fill to the brim with mirrors to further encourage avoiding self harm but I might've just not gone deep enough. I think the concept is really cool and a lot could be done with it, there was clearly a lot of design consideration into how it plays.
Very relaxing small game, has an interesting gimmick and looks very beautiful. Each flower playing a specific sound is a very nice touch as it makes the tune corretly loop at every rotation, There isn't really much to say about it, if you want a small quick relaxing experience then it's absolutelly doing what it's getting out to do fairly well. I personally wish there was some actual levels or challenges to beat but for the kind of game this is trying to be it might not really be necessary. It's a brief game but had fun with it!
It's a very simple and barebone platformer on the surface, and things might be a little slow to pick up, but the narrative takes a pretty impressive turn. I wish there was more mechanically involving looping and the platforming could use a fair bit of polish but the story actually kind of kept me more engaged than I expected. Ultimately I think it's fair to say the gameplay, however simple, is mostly a vehicle to tell the story, which I can appreciate. The hand made sprites are also very fitting and match the rest of the aesthetic quite well.
This game is real eyecandy. it looks nice, it's animated super well, the world details that are fleshed out are really cool looking and paint a picture of the world at large. Unfortunately, it severely lacks gameplay-wise. Controlling two characters at once is a cool gimmick in theory but quickly turns into a hassle which makes this likely a more enjoyable game with a friend to split screen with. The gameplay loop of teleporting randomly then having to meet up again is not bad in theory, and the level design being labyrintine isnt bad either, but the two things combined the way they are leads to a bit of a chore. That being said, the graphical polish is insane and with more time to cook (and less ants) this could've been a really lovely game.
Easily one of the cutest games this jam, both graphics and audio are pristinely polished. It has a bit of a first player experience problem as there isn't a good enough amount of visual cues letting the player know what they are supposed to do, the diagetic text is very nice but it's hard to tell, for example, how long you need to cook the donut, or how many sprinkles you need. That's realistically the only feedback I have however, as everything else is great and was a joy to play through.
I have absolutelly no clue how you figured out these rope mechanics, they are absurdly good and make for an incredibly fun puzzle game. Rope tension isn't a new mechanic to these kind of games, but specifically looping ropes around anchors and using max length and gravity to tense them, is kind of insane and masterfully utilizing an insane mechanic for some really cool puzzles. I'm sure there's more that could be done with this kind of tech, but at this point the sky is literally the limit and the jam gives us no time for rocket ships. So absolutelly well done with what you got here.
Bit must be protected at all costs, this is non-negotiable.
I really enjoyed it, it felt like a very barebone and simple game at first (and it kind of is) but the graphical and gameplay polish transforms it into a charming minigame that's very sweet and quick to beat, but very satisfying. The cards are all fun and once beaten it kind of makes you want to go at it again but trying to beat your previous number of loops. I'm not a fan of games justifying their "loopiness" with roguelike mechanics alone but this one effectively makes it so every loop is like gaining a level, which I found very interesting especially if you are intentionally trying to strategize around taking as little loops as possible. Bit also looks incredibly cute, love the different facial expressions, the graphics all feel very clean, and the way the music was implemented is fantastic. There's a shocking amount to like about this game despite how small and simple it is which is kind of testament to the care that was put into it. Keep being awesome fine sir or madam.
Simple little game, borders on being a climbing rage game, maybe might've been with a bit more level variety. I enjoy the main mechanic and could lead to some cool borderline puzzle mechanics if it was combined with complex level layouts, like switches to swap bridges/walls and the sort, maybe even more complex mechanics, but as it stands it's very simple and barebone. I still enjoyed it thought, just a very simple game that's quick and straight to the point.
Very gloop game. Falls under the kind of crowder category of time loop puzzle games, but carves its own niche by having the dumbest and funniest momentum mechanics I've seen in these kind of games. There are times where this game feels less like a timing puzzle and more like 2d Portal. The puzzles aren't particularly difficult nor there is a massive variety of them but the sheer hilarity of what this game's looping mechanic allows for totally makes up for it. I absolutelly want to see more of it but as it stands this was one of my favorite takes on the genre for its mechanics alone.
Lovely game, the puzzles are a real mind bender, the art is very cute and the writing is very funny. Suffers from having a fairly crazy difficulty curve, I imagine due to lack of time (pun intended) and how absurdly hard it is to design these puzzles in the first place, but an extended version with good level variety would go absurdly hard and is realistically the only downside I can even think of. Quality is otherwise through the roof and I quite enjoyed it!
Game looks very nice, not the first game I played with a "looping lasso" mechanic but I appreciate the addition of the second lasso that can be used both to slow down enemies and to complete certain puzzle mechanics. Unfortunately I didn't go very far because this game suffers from an issue most of these similar "lasso games" have been suffering which is the idea you *have* to get close to the enemis to properly loop them but it makes it excedingly difficult to avoid the attacks of said enemies (especially with them creating projectiles out of thin air at point blank). Giving the enemies a long cooldown between attacks might've helped with the issue, or speeding up the player to make loops easier. I'm sure the upgrades you stack up every run would help as well but it pads the game a little much. Still I like the concept and could be refined into a fairly enjoyable game with just a bit of tweaking!
After giving it a second thought, I realized how enjoyable this game really is. Sure there might be some slight balancing issues with some of the animals, but it's very solid all around and gets very satisfying to see all your scores spiral out of control as you create more synergies between the different animals you board. Crazy fun concept and utilizes the looping theme in a very creative way! Presentation is also very cute and very clean.
Very nice and satisfying puzzle game. It's the kind of addictive game that just tempts you to play one more level with the promise of seeing more colored boxes neatly filled up. As it was already mentioned, it might not fit the theme the best and it was mostly due to lack of time to develope the idea further, but it's not detracting from the quality of the game's design. Really enjoyed it!
Incredibly cool game and nice take on the anomaly horror genre. The noir aesthetic is fantastic and really adds to the world building. The anomalies themselves are nice variety, are spooky in their own way (at least the first time you stumble by them) and none was particularly hard to notice (except for the "go away" sign maybe). Really enjoyed it, these kind of games might be a little lacking in gameplay but you leaned into the eyecandy and atmosphere the right amount to really make up for it.
Absolutelly hits too close to home and this totally wasn't me in 2005. I love games that incorporate PC UIs and this one has a lot of mystery unfolding that unfortunately is too short of an experience to properly answer. Genuinely my only gripe with the game is its length, as it causes the looping aspect of it to not really be fully utilized, but I love the concept and crave for more. Otherwise, all the polish that went into making the game feel like an old-school install of windows is very cool.




