Gonna say, I find the story premise and the presentation (explosions!!!) to be absolutely hilarious, enjoyed every bit of it. And the puzzles are really good; I didn't expect programming puzzles based on BF to work because it is such a famous and simplistic language, but the limits you imposed on the player made the puzzles very effective and fun to solve. Good job!
zenk
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As someone who enjoys linguistic and programming puzzles a lot, this game is fantastic. The level design is very well-executed, with new mechanics gradually introduced in one single connected map. The interpretive spellcasting allowed some very interesting puzzles and is quite fun to learn. The artstyle is adorable, too!
Some minor issues: Like others, I got stuck after the fourth spell. In my case, I wrongly assumed that the fire rune meant "spawn", the spawn rune meant "fire", and the remove rune should be "water" or something, and it took me a while to figure out I was wrong. I think adding a "spawn-rock" spell as hint could clear things up a little...? Also, for a game jam themed "loop", I think the loop rune was introduced a bit late; I hope there could be some more puzzles that use loops, it's a very fun mechanic!
But that's basically all the issues I've got. Overall it's still a wonderful game, one of my favorite in the game jam, job well done!
Thanks for your feedback!
About starting position: the game concept is that each level would have more than one valid solution; by choosing different starting positions, the required rhythm would be different, so each player could get a different melody in their playthrough. Therefore, I chose not to limit the starting position, but I guess that backfired horribly by making the game way too difficult. The hints were added to remedy the issue but they weren't quite effective. Will definitely try to balance the puzzles more for the post-jam version.
Thanks for your feedback! Yeah I agree, the introduction/tutorial is too vague. The hint for level 1 was meant to be more explicit, but I accidentally put the hints for level 2 in level 1 instead... that was entirely my mistake lol. And thanks for spotting the bug; I placed in the bubbles last minute so there are actually several levels lacking them, my bad.
The art is absolutely fantastic! I also think the time charge is really interesting and neatly implemented, and the level designs use the mechanic effectively for some great platforming puzzles. Although I don't think it completely fits the theme...?, it's still a very cool mechanic on its own, and I can see it being expanded into a larger game.
Anyway, great work!
Difficult but fun game! Got the cake in 954 seconds. At some point I fall off a platform onto a checkpoint, and had to replay the entire level :-(
Some thought: the ability loop is a really cool idea, but I think the level design could try to force the player to plan their loops more? In my case, I basically stand idle on each platform, wait an entire cycle for the ability I need, and then make the jump. Maybe some form of time limit, like crumbling platforms, in certain levels could be great.
Anyway, great game!



