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watada

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A member registered Dec 07, 2025 · View creator page →

Creator of

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Thank you so much for sharing such a fun game!

The mechanic of being able to connect multiple keys together and carry them around was both original and brilliantly designed. I thought it was an excellent idea.

I spent quite a while on the second-to-last level before I finally realized the intended way to arrange and carry the keys. When it finally clicked, it felt like a huge rush of dopamine! 😄 The moment of insight was incredibly satisfying.

Thank you for giving me such a fresh and enjoyable puzzle experience. I really had a wonderful time playing your game!

Thank you very much for sharing such a fun game!

I thought the idea of combining mouse and keyboard controls was really clever and refreshing.

I think the game could become even more interesting with puzzles that make more complex use of both input methods. Just as I was getting comfortable with the controls, I reached the finale and found myself wishing there was more to play.

If you ever add more levels, I'd be happy to come back and play them. Thanks again!

Thank you very much for sharing such a fun game!

The stylish 1-bit visuals and the charming characters created a wonderful atmosphere that I really enjoyed.

Although the controls are Sokoban-like, the looping world, the opening and closing walls, the spikes, and the goal flag all come together to create something that feels completely fresh and original.

I made steady progress through the first half of the game, but once the puzzles started requiring both characters to work together, I really had to stop and think. I was almost worried I wouldn't get any sleep trying to solve them! 😄 Fortunately, I managed to clear every level, so I think I'll be able to sleep well tonight.

I've seen puzzles before where you change the relative positions of two characters by using walls as obstacles, but introducing the looping mechanic made the puzzles dramatically more challenging. It certainly exposed the limits of my own brain! The payoff, however, was incredible—the moments of insight were immensely satisfying.

Thank you again for such an enjoyable experience. If you ever add more levels, I'd be delighted to come back and play them.

Thanks so much for playing my game, and thank you for letting me know about that bug!

Since it can affect the intended puzzle experience, I'd definitely like to fix it in a future update.

As for the final level... I actually agree with you. Looking back, I don't think it's the most satisfying kind of puzzle, since it relies a bit more on trial and error (or even luck) than on pure logical deduction. To be honest, even I, as the creator, don't feel it's the strongest puzzle in the game.

That said, it was the toughest stage I had managed to design before the jam deadline, so I decided to use it as the final challenge. Thank you for sticking with it and making it all the way to the end!

Thank you very much for sharing such a fun game.

I was genuinely surprised by how a simple twist on the classic Sokoban formula resulted in such a fresh and original puzzle game.

I also loved the calm, hand-drawn art style. It fit the theme perfectly and created a wonderful atmosphere throughout the game.

Once the movable brown cylinders (I'm not sure what they're supposed to be! 😄) appeared, a few puzzles made me stop and think for a while. Overall, though, I found that by understanding and applying the core rules, I was able to solve every level without getting stuck for too long.

I have a feeling there's still plenty of room to create even more challenging puzzles with this mechanic. If you have any plans to continue developing the game, I'd love to see more stages in the future!

Thank you very much for sharing such a wonderful game.

There were quite a few Sokoban-inspired games in this jam, but what I really enjoyed about yours was that, although the controls feel familiar, the objective and the strategy are completely different from Sokoban. That made it feel fresh and original.

One of my favorite ideas was how the game completely reverses the usual concept of getting “stuck.” In Sokoban, reaching a deadlocked state is something you always try to avoid, but here you’re often trying to create exactly that situation on purpose. I thought that was a brilliant twist.

Most puzzles can be approached by imagining the desired final arrangement and then working backwards from there. However, the game gradually introduces many more ways of thinking. It’s not just about stacking blocks—you also have to consider indirect deadlock situations where rooms become inaccessible, and once the green blocks appear, you have to think about avoiding trapping yourself while still reaching the flag. There are many interesting interactions between the different block types, and Level 12 kept me thinking for quite a long time. The satisfaction of finally clearing every stage was well worth the effort.

If I could suggest one small improvement, I think it would help to include the basic rules somewhere in the documentation or on the game page. I spent a little while figuring out how everything worked at the beginning. Once I understood the mechanics, the game became incredibly enjoyable, but I felt the initial learning curve might be a little high for first-time players.

Thank you again for creating such an enjoyable experience. I had a wonderful time playing your game.

Thank you so much for sharing such a wonderful game.

Your catchy thumbnail immediately caught my attention and convinced me to give it a try. Despite the cute-looking characters, the puzzles were surprisingly challenging. I spent about three or four hours experimenting—freezing things, breaking things, and trying all sorts of unnecessary ideas—but I finally reached the ending. The final reveal completely surprised me, and the sense of accomplishment was incredibly rewarding.

The unique mechanic of typing spells was a little cumbersome at times, but I thought it was a clever way to represent gradually recovering forgotten memories. Because the illustrations for the spells were so simple, it took me quite a while to figure out what each one actually did. However, that made the moments of realization feel all the more satisfying. Every time something finally clicked, it was an amazing feeling.

Thank you for creating such a memorable experience. I truly enjoyed every moment of it.

Thank you so much for sharing such a wonderful game.

I’ve loved Sokoban ever since I was a kid and have played countless Sokoban games over the years. I was genuinely impressed that such a simple twist on the classic formula could create something that feels completely fresh. I also really appreciated the effort you put into the background story and world-building, even though they aren’t directly related to the puzzle mechanics. It gave me the feeling that this game was made with a lot of love.

I completed all 12 stages, and every one of them offered a satisfying challenge. They kept me thinking in the best possible way, and I had a great time throughout. (Stages 9 and 11 were especially memorable!) The core mechanic is simple but surprisingly deep, and I have the feeling there’s still plenty of room to expand it with more number variations and new uses for the trolls.

Honestly, I don’t think there’s much that needs improving, but I’d like to share a few impressions from the perspective of one player (especially someone who isn’t particularly strong at puzzle games).

I happened to clear Stage 1 almost by accident, so when I reached Stage 2 I found myself wondering, “Wait… what exactly is the objective of this game?” for about 30 seconds. I think it might be helpful to include a small example of a completed puzzle somewhere in the documentation so that the goal is immediately clear.

I was also a little confused about how negative numbers worked, how many times each number could be used, and why they eventually turned into zero after being exhausted. There wasn’t much explanation, so I spent a few minutes figuring those things out. Of course, discovering those mechanics can be considered part of the puzzle experience, but I think a brief explanation would make the game more approachable.

There were also a few stages where I felt that small adjustments might make the puzzles even stronger. I won’t go into details because that would spoil the solutions, but while giving players freedom can certainly be enjoyable, I personally feel that puzzles become even more satisfying when there are fewer unintended alternative solutions.

If you create more stages in the future, I’d love to come back and play them.

First of all, thank you so much for playing my game, and thank you for taking the time to leave such thoughtful feedback. Receiving comments like yours genuinely makes me happy.

I found all of your feedback very reasonable and extremely helpful. In particular, I’m glad you mentioned the rotation effect. (Some hardcore puzzle purists might consider it a bit of a gimmick!) I deliberately spent time making the room rotation and the objects falling afterward feel satisfying, so it was especially rewarding to hear that you enjoyed that part.

As for the thumbnail and the lack of a continue feature… I have to admit those were largely casualties of the deadline.

Originally, I wanted to create a title screen featuring an in-game demo using the actual game sprites, in the style of classic retro games, and use that as the thumbnail. Unfortunately, I ran out of time and ended up using a single AI-generated illustration instead. Looking back, I can see how it may have made the game look more visually impressive than it actually is. If it gave you the wrong impression, I apologize! 😄

I completely agree about the continue feature as well. I always intended to include one, but simply couldn’t finish it before the deadline. I’m planning to address that by adding a level select (and continue functionality) in a future update.

First of all, thank you for sharing such a fun game.

The graphics and music perfectly capture the feel of the NES era and filled me with a wonderful sense of nostalgia.

At first, I found the game quite difficult because I wasn't good at using the reverse thrust, but after many attempts I gradually improved and managed to clear all four stages. (After the fourth stage, the game seemed to loop back to the beginning, so I assume that means I reached the ending.) It felt very satisfying!

A few things stood out to me while playing. Of course, these are just my personal thoughts on the game design.

I think the game might feel even more exciting if it had a slightly faster pace. The platforming challenges throughout the stages were enjoyable because they encouraged me to think and practice my movement. However, while the enemies made the screen feel more lively, I didn't feel they added much to the gameplay. In my case, I often found it easier to simply take the damage and keep moving. I think it could be even more interesting if the enemies became meaningful obstacles that required the player to engage with them.

I also felt that the pacing slowed down a little because I often had to stand completely still for several seconds to recover my energy. Perhaps the recovery could be faster while standing still, or there could be another way to keep the flow moving.

Finally, I occasionally experienced some odd interactions with the terrain, such as clipping through the ground or getting caught on edges. There may be a few small issues with the landing or collision detection.

Even with those minor points, I really enjoyed the game overall. It's impressive how much you accomplished in such a short time. Great work, and thanks again for sharing it!

First of all, thank you for sharing such a fun game.

The core idea of simply staying in the shadows is wonderfully simple, yet it made me stop and think, and I found myself retrying many times. I had a great time playing it.

I also really liked the premise of a werewolf trying to make it to prom. It's a charming and memorable setting.

Unfortunately, I couldn't get past the third stage, but I really enjoyed the tension created by the moving shadows and the cars rushing toward me.

One thing I noticed—and perhaps others have mentioned this as well—is that it was sometimes difficult to tell exactly where the light's hitbox ended. Also, the only indication that I was taking damage seemed to be the health bar decreasing. There were many moments when I thought I was doing well, only to realize I'd taken heavy damage, and other times I expected to be hit but wasn't.

I think some additional feedback, such as a sound effect or a brief flashing animation when taking damage, would make it much easier for players to understand what happened and improve their gameplay.

Overall, I really enjoyed the game. Thanks again for making and sharing it!

First of all, thank you for sharing such a fun game.

The very first thing that came to my mind when I started playing was Zelda II: The Adventure of Link. I couldn't help but smile at such a faithful homage. (It's also one of my favorite NES games, and I've spent countless hours playing it.)

That said, the graphics and music are fantastic, and you've turned the inspiration into a game with its own unique charm. I'm really impressed by how much content you managed to create in such a short amount of time.

Due to time constraints, I stopped after defeating the Vampire Queen, but I'm looking forward to seeing what adventures this adorable little rabbit has ahead.

A few things stood out to me while playing. Collecting carrots by repeatedly defeating the same enemies started to feel a bit repetitive. (If there's a more efficient way to gather them, then please ignore this! Alternatively, a progression system such as leveling up might make the repetition feel more rewarding.)

Also, early in the game, I exited the cave from the lower exit without having the key, and I wasn't able to re-enter the cave afterward. I'm not sure if this is intended or a bug, but I had to restart from the beginning.

As for the Vampire Queen, I eventually defeated her while dodging her attacks, but I wasn't entirely sure what the actual victory condition was.

Even in its current state, this is already a wonderful game. With a little more polish, I think it has the potential to become an even more memorable one.

Thank you again for making and sharing it!

First of all, thank you for sharing such a fun game.

Everything—from the graphics and music to the sound effects—beautifully captured the golden age of the NES and filled me with a wonderful sense of nostalgia.

There were a few things that stood out to me, such as getting stuck inside walls a couple of times with no way to escape, and the final boss feeling a bit easier to defeat than I expected.

That said, fighting and dodging the vicious bats and mummies was incredibly exciting, and I had a great time throughout the adventure.

I never quite figured out what the "curse" was supposed to be, but I did manage to reach the ending, so I'm very satisfied with the experience.

Thanks again for making and sharing this game!

Thank you for playing! The sprite flickering in the final stage was intentional—I wanted to turn one of the NES hardware limitations into the game’s final “curse.” The slowdown may vary depending on the emulator, though. I’m glad you enjoyed the game!

Thank you so much! Your comment means a lot to me. I spent a lot of time designing the stages so that players could naturally learn the mechanics without a tutorial, so I’m especially happy to hear that. I hope you enjoy the rest of the game too!

Thanks a lot! I'm glad you enjoyed it!

Thank you so much for playing my game, and congratulations on clearing all five stages!

As someone who grew up with the NES, creating a real NES game has always been a dream of mine. I started from scratch, learning everything along the way, and although the result is still far from perfect, I’m truly happy to have finished it and even happier to receive such kind feedback.

While designing the five stages in such a short time, I wanted the final stage to include one memorable challenge. I struggled to come up with an idea until I suddenly thought, “Since this is running on a real NES, why not turn one of its hardware limitations into the final curse?” So I built the last puzzle around the NES’s famous 8 sprites per scanline limitation.

I knew this was a risky idea. The heavy sprite flickering could easily be mistaken for a bug, and I wondered if people would think it was unfair. But I also hoped that passionate NES fans would recognize it as a playful tribute to the hardware rather than a flaw.

Seeing someone overcome that “curse” and complete the game genuinely made my day. Thank you again for playing and for your thoughtful comment!

Thank you for playing my game! I really appreciate your detailed feedback.

Difficulty is always one of the hardest things for me to balance. I usually aim for a level where even tired game jam participants can learn the controls and finish the game in about five minutes. Because of that, I sometimes worry that players who really dive into the game may find it a bit too easy. That said, I do think there was still room for improvement, and I’d like to consider adding more stages with increasing difficulty in the future.

As for the mummies, they move in completely random directions (up, down, left, and right). I think this gives them an eerie and unpredictable feeling, but it also means they sometimes wander around their rooms without being very helpful. On the other hand, if they always chased the treasure hunters directly, they would lose that creepy unpredictability, and I think the game would also become too easy. I’d like to keep experimenting until I find a good balance.

I also had the chance to play your game. I was really surprised by how similar our core ideas were—having the “evil side” defend against the heroes, using a resource gauge, and activating traps. Your game was wonderful! The characters were charming, and the graphics and presentation were incredibly polished. I had a great time playing it. Thank you for sharing your game!

Thank you so much!

I’m especially happy that you enjoyed the concept. To be honest, I wasn’t completely confident about how I used the limitation. I was worried it might feel a bit forced.

At first, I considered making the player a more obvious villain, but I felt that would be too predictable. So I tried to put a different spin on it by making the player the guardian of the tomb who controls its traps.

I’m really glad that the idea came across the way I intended. Thank you for playing and for your thoughtful feedback!

Thank you so much! I’m really happy that the limitation came across the way I intended. Playing as the tomb’s traps was the core idea from the beginning, so I’m glad you enjoyed it. Thanks for playing!

Thank you so much for playing! I’m really happy you enjoyed the game. I’m especially glad you liked the art and the idea. Thanks for your kind comment!

Thank you so much for playing and for your kind words! I’m really glad you enjoyed the game. Thanks also for pointing out the performance issue. I’ll look into it and see if I can improve it in a future update!

Thank you for playing my game! I’m very happy to hear that you enjoyed it.

I’m sorry for the confusion during the game. You can change the food size by right-clicking the mouse.

Larger carp become hungry much faster, so in the early game it can actually be a good strategy to use small food and avoid growing them more than necessary in order to keep more carp alive.

On the other hand, in the later stages, larger food becomes almost essential for keeping the big, hungry carp alive.

Even so, saving six carp is quite an achievement! Well done!

Thank you for playing 😊 I’m really happy you enjoyed it. You’re absolutely right — this time I probably leaned too far toward a peaceful game balance, so it may have felt a bit repetitive for experienced players. Early on, the pests appeared far too frequently and the game became almost endless, so I toned them down a lot to make it possible to clear the game in just a few attempts. Finding the “just right” balance is really difficult.

And thank you for the fun ideas as well! This was about the limit of what I could fit into the jam timeframe, but since I’ve grown attached to the project, I’d love to keep upgrading it whenever I find some free time.

Thank you for playing. I hope the annoying part wasn’t caused by a bug in the code 😅.
I do feel there are issues with the game’s sense of speed, both in terms of game balance and resource usage. I’d like to keep improving so the experience feels even more fun and satisfying to play.

Thank you for playing.
I’m very happy if this game helped bring you a little peace of mind.

Thanks for playing!

For the opening screen, I probably should have used a more obvious key prompt—or simply allowed any key to work, since there aren’t really any menu choices there...

I always aim for something simple but not boring, yet my games somehow tend to end up more difficult than intended, so sorry for putting you through such a hard time. I'm really happy to hear that you enjoyed the atmosphere!

Thank you so much for playing!

Thank you! Since the theme itself could easily become too cruel or disturbing, I deliberately tried to avoid overly graphic depictions, so I’m really happy to hear you liked the aesthetic.

One of my design choices was making the workers look more like LEGO-style minifigure silhouettes, so that hitting them wouldn’t feel more disturbing or guilt-inducing than necessary. I wanted players to enjoy it as a lighthearted game experience.

I’m sorry for the inconvenience.

This game supports keyboard controls only and accepts just four keys: the A key, D key, Left Arrow key, and Right Arrow key. (Sorry for the unclear instructions.) Could you please try pressing any of those four keys?

(It would have been fairly easy to support mouse and touch controls as well, but unfortunately I ran out of time this time around.)

Thank you for playing the game, and I’m really happy that you enjoyed it.

Actually, this idea originally came from one of the theme candidates for #370 (“Guilty or Not”), but it wasn’t selected at the time. I’m relieved that I finally managed to turn it into a real game this round.

Originally, I wanted to make the collision action much more dramatic and even introduce height differences into the tracks, but the development time went far beyond the 3-hour limit, so I had to give up on those ideas.

Still, I’m satisfied that I was able to capture the sense of speed and the energetic music I had envisioned.

First of all, thank you for playing, and congratulations on clearing the game!

I really appreciate your thoughtful feedback—it’s very insightful, and I can relate to all of your points.

The frequency and speed of the frogs’ tongues are currently randomized within a certain range (with the frequency increasing over time), but I didn’t have enough time to properly tune the difficulty. As a result, there are some inconsistencies, which I recognize as an issue. There were probably moments where the attacks felt unfair—such as long gaps with no attacks, or suddenly very fast tongues appearing.

Relying too much on randomness makes the game less interesting, so I’d like to adjust the balance after the rating period to make it feel more skill-based and allow players to better sense their own improvement.

I believe this game still has room to become more engaging with better tuning.

Thanks for playing and for the feedback! I’m glad you liked the visuals. Mobile support was something I really wanted to include, but it seems to have made the game a bit easier than intended. I didn’t have enough time to fully tune the difficulty, but I’ll definitely look into improving it!

Thank you so much! I’m glad you liked it!