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Zeroji

135
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11
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A member registered Nov 01, 2019 · View creator page →

Creator of

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Oh my god I loved this so much. Sold the kitchen table for $100, spent $400, got a Legendary, multiplied it x4 then managed to turn all this into a $15 game. Sold the kids' beds, changed that $100 into $1100. Unfortunately my loving family left me before I could complete my 10x Hatsune Miku run, but with a full gallery of goobers I can now sleep comfortably on the cold floor of my empty home.

I would happily rate this 6 out of 5 stars on enjoyment! Congrats on a very engaging gameplay loop, I only wish there was a final cutscene (I just got blank background with no options, but for a jam game if that's the only issue that's amazing)

Hello there, direct competitor :D

Lovely take on the sushi loop, I think the gameplay is much clearer this way and the way you added dialogue to wrap the levels makes it quite enjoyable. Congrats :)

Cute game :) I like the mechanics, the loop animation is a bit weird but once you get the hang of it it's usable.

Went as far as 2-1 where I kept ending up too small to go down (?), so got stuck.

One bug I noticed: if you evade a bee, then get killed by something else, the bee's aggressiveness does not reset and it will attack you on sight when you restart the level x)

Amaz*boom*

I couldn't manage the level with the long train on the left and the donut lake, even after finding out that scrolling on the nodes disconnects them more reliably I still made a lot of cars go boom. Lovely take on the theme, I had a great time watching those cows ride backwards across lakes :)

I like the idea, but I seem to get stuck after eating two bunnies - there's nothing more to eat in regions that I can come back from, and if I go down to get more bunnies I can never come back up :(

The motion controller is pretty smooth tho, and the snek disgustingly accurate :)

I liked the idea and managed to open the door on my 2nd run, but did at least 20 loops and managed to get past the steam only 3 times, and do the first jump only once. I still don't know how to get past the steam :( the first part requires knowledge and matches the theme, the rest just feel like luck and parkour skill...

However, the 3D models are really cool (I esp. like the enemies and the pillars in the corners), well done!

Nice game! Managed to get S rank somehow on my first try, it helped to realize each color was its specific kind of loop, and that one curve in a column of non-curve was a dead end.

I would have loved a right-click to turn the other way, even if that's only useful on the red cells :P

Small question, does a longer loop count containing both sides of a purple cell count for more points than the two shorter loops if the cell was rotated?

Holy heck, I had zero expectation from a game with such a title and no description at all, but this is fire!

The diversity of upgrades and enemies, the graphics for each, and obviously the audio!! Very well done :o

My only complaint would be the font - reading all that in the beginning was painful, so I skipped a little and got confused later. But still an amazing jam entry!

I find it a bit frustrating that the faster a score you set, the quicker you'll kill your run if you can't beat it :( I did manage a 24.20 time, I'll take it!

The augment system is a bit unintuitive, perhaps you could add an image of the loop in the game description showing how it fills up and works. Otherwise, amazing artwork and level design, I really like the vibe :) well done

Amazing artwork, amazing puzzles :D now you're thinking with portals, err, I mean, loops!

I finished the game (or at least I think so), definitely had a couple moments where I lost my character (thank you for the R button!) but the overall difficulty is well balanced.

Nice game :) I managed to get a 20 on some pink, but it seemed like the slider was slightly out of sync with the color channel, and I think the 2nd/3rd iterations should encompass a range closer to the initially selected value, or slow down around it - instead it seems they're just faster, so if your first guess was good, there's no way to just keep it...

Otherwise I like the artstyle, animations and everything fit pretty well together

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A pause button would have been nice, but instead I died, took notes, planned ahead and made it to day 110 (and counting) with a perfectly stable ecosystem :)

Feels kinda inspired by Terra Nil, at least it has the same chill vibe which I like. With more levels / puzzles I could spend some time on it!


EDIT: Also FYI, Fungal decomposer and Compost thingy are the same aside from energy cost (unless I missed something)

Man this is way too hard for me ^^"

It took me a bit to understand what each looper can be useful for, and it's still not obvious whether or not they can be re-used. I was able to make it 10-ish seconds, but the music sounds awesome and the level design, while too difficult, seems to be well done and quite smooth :)

I ran this on Linux through Wine, so I wasn't expecting it to work - I was able to use the 2nd window to control the 1st, but it was blank and I kept dying - still 5/5 for creativity, I'm assuming there's more outside the box stuff hidden :)

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Phew, finally! [ itch won't let me insert a screenshot ]

Once I properly understood the multiplier mechanic, I kinda got sucked in and.. well... :D

I had to pull up the description on my second monitor initially to know what things did, and even then it took me a bit of trial and death. I loved all the physics of the game, especially the slow-mo, even though it could be turned off for normal pegs. All in all I really enjoyed it and with better balance I would play it again :)

Bugs found: left clicking on a peg allows to move it but removes the original, item counts above 99 only show the first two digits (see screenshot for both)

Hey, thanks for trying out our game so early!!

We added a description with the controls, most important is TAB to actually see the restaurant (we forgot to add a UI button)

Woah :O definitely one of the underrated games, the story, the little lore pieces in the paper scraps, there was a lot to play with! I had a bit of trouble with the part where you have to go back to the first room, but actually reading the text helped. There may be a logic bug where you can't refill Vat #2 before Vat #1 but that's no issue.

Congrats on a well-told story :)

That's quite the interesting take on the cafe management genre :D

I think the coffee minigame could be made less painful by adding keybinds to each button (the days were very long), and some transitions could use a few tweaks because some things seem to appear too early/too late, but overall I love the idea and I'd like to see this into a more fleshed out game :)

I like it :) the UI is more polished than I'd expect for a game jam (but please don't invert Y axis by default!), I had trouble figuring out the push/pull mechanic at first but I think just adding a sound effect to it would make "pull" distinct from "carry".

Yup that's because we forgot to write the controls in the game description... it's Tab or right-click ^^' I agree it's not intuitive, when you say "make it work like normal games" what kind of control where you expecting? (specifically for the "go back" / "zoom out" control)

A fun game with good graphics and audio, but I really struggled with the controls and secrets! Due to the white flickering near all wall edges it was impossible for me to notice the secret wall effect, I had to use bombs to find where there were no collisions. I had to play using keyboard (which was way too sensitive but doable), because on controller (xbox) the right stick kept spinning my entire ship instead of pointing to where I was aiming at :(

With a bit of tweaks to the movement controls this would be really fun to play :) I liked the chroma mechanic but it wasn't obvious why some jumps were available or not sometimes

Glad you liked it :) because the messages are quite long, the idea was to have the computer automatically process the message once the player has correctly done some %age of it. Because we ran out of time, we decided to have the "submit" and "trash" buttons always enabled so you can at least progress through the story!

I loved the genre-switching mechanic! It's not obvious at first that you can type T to transform again, but overall I really liked the text-based interface. The 2D part could have used support for WASD keys, but that's a nitpick.

I feel the music really fits the vibe, did you make it as part of the jam as well?

Thanks! This was part of the plan, but we started the jam halfway through and obviously ran out of time. Still planned if we do future updates ;)

Thank you so much, I'm glad you liked it!! I wanted to add an optional endless mode, but it was easier to add a cheap end screen :P otherwise, I think a couple more upgrades would be nice (but I'm all out of ideas) and then hordes of bugs could swarm the screen!

(also, tiny bug sprites are tinier on tiny bugs in the latest version)

Hey, since the jam deadline was extended a bit I took the opportunity to add SFX, and reduce the beep volume in the web version (which was a bit buggy). There's also two extra waves and a secret credits page ;)

Nice game! It was quite long (for a jam game) but kept me interested all the way to the end :)

I would add a keybind (tab, escape, right-click?) as a shortcut for the "Back" button, on a large screen this was a bit annoying - also the ducks take a lot of space!

A cozy short game :) I love the music, a small thing you could fix is to make it not stop when changing to/from the main menu. The UX design and color scheme are both excellent though!

Thanks! You can adjust (or mute) the beep in the settings, but I didn't have any music in time for the jam. There's also a bug in the web version (I think) that makes the cut-off rather abrupt, but when I tried fixing it it was worse...

Glad you enjoyed the gameplay :)

Linux build doesn't work either :(

Starts with nonexistent resource "res://dev/soured_assets/OldLeather2_S.jpg", and then about 15 more errors.

With Godot I would recommend doing HTML exports for itch, just export as "index.html", zip it and upload :)

Damn, congrats on that level 7 time :D

I managed to do 2.11" once I realized the exploit :| but you beat several of my times :)

Cool mechanic, but it's not necessary enough: every time I tried to use it, I died / almost died, sometimes before even establishing the link, and when I decided to give up and just shoot everything I made it to wave 23 at full health before getting bored and dying ^^

It would be nice to add something that makes linking required, maybe an ammo counter that makes your pew-pew gun useless after some rounds, idk. Also, do the bullets go through walls or not? Visually it seems they do, but they don't appear to hit enemies

This is amazing and I am not being pressured by our tentacle overlords to write this review. My script says that the core mechanic is awesome and very well executed send help I'm trapped in ink the levels are wonderful and the last one especially terrifyingly evil plusgood.

The tutorial needs to include info about chaining controls waffles.

First game I rated 5/5/5! I didn't make it past level 5 (towns), because being on an AZERTY keyboard I had trouble with the WASD+QE controls and often slammed into islands instead of braking ^^"

I love the art and music, the core mechanic is very good and insanely extensible, and it really makes you (try to) think about what to do next. The only thing I had a gripe with was how you can easily slide into an island you didn't see, either make the movement a bit more "responsive" (i.e. higher acceleration, lower speed cap), and/or add a zoom feature (I found myself trying to scroll out several times) so we can see what tiles lie where, and maybe plot a path that lets us navigate through gaps afterwards.

Congratulations!

I love the looks, the mechanic, the music!

What I struggled to understand is how to clear waves, do you just have to ram your ship into the last rock and hope you don't die? Well I died :( checkpoints would have been nice, here I gave up at the end of wave 3.

Good job on making such a neat game that quick!

Nice core mechanic, I think? I wasn't able to fully understand it to be honest.

For some reason, my right stick could only aim straight up or straight down (Xbox One controller on Firefox on Linux), this made for an... interesting experience. I still managed to get to level 2.

I do like the Overload mechanic where you can kinda save yourself and get back up :)

On level 5, that's a collision bug, the "easy" way to get the star is to land on the floor above it, then do left/right quickly to fall towards it

Level 6 is intended to be taken when you've reached your final form, and on level 9 you just have to jump up as soon as you spawn, but if you move around, it becomes very hard :p

Thanks for playing! Do you mean you had trouble "snapping" the boxes together? I'd love to know which levels, to see if that was intentional design or an oversight :)