Thank you for playing! Ahh I didn't find the time to get round to accounting for different keyboards, I'm sorry!
Mangoman
Creator of
Recent community posts
This does something that not many puzzle games do well - requiring timing and skill to complete (I think that's a big part of Portal's success). Usually it ends up a bit frustrating, or the puzzle aspect is lost. But here, the balance is amazing. The concept is introduced perfectly with unobstrusive popups at the right time, and the difficulty is tough but fair. Pretty, thematic, juicy. All round fab submission
Man. I thought it felt too difficult.. but maybe you made the enemies ebb and flow in numbers because I kept having close calls but never quite getting fully overwhelmed. Impressive balancing if so.
I'm not sure if I stopped prematurely, but I got crazy big (even fish looked tiny) and I didn't seem to continue to grow for quite a while, but I hope I didn't miss anything at the end. There was a surprising amount of content though!
As a jam game I've got nothing to say honestly. If you continue developing, I wonder if the bullets could've been made to look more distinct from cheese, since once the bullets got bigger sometimes I found it hard to spot the cheese from all the bullet chaos. I also felt like too many enemies moved in a "predictive" pattern, or perhaps they shouldn't push you around so much?
A great game to have found just before the end of the jam. Pretty, juicy, thematic... all round top marks! Thank you for making it
Really nice iteration of the proven formula, I found this surprisingly long as well for a jam game. Responsive movement and nicely balanced so it wasn't too hard. I got two of the Necropolis, but didn't have time for more unfortunately. Some more juice, and perhaps a bit of variety to the gameplay, like combo moments or powerups etc would be nice additions, great submission!
Clever, satisfying, and really fluid mechanics. Not much more to say really! I think the snail's actions could be telegraphed a bit more, and I was confused why the snail after a while had to return to the original position - is that so we can't get stuck? It took a while so I'd just reset the level by going outside and then back in if needed. With a bit of juice, this is basically already a full game aha. Awesome job!
Thank you for playing! I'm sorry, I didn't have time for a number of features I wanted to add like levels with lower difficulty, which included different keyboards..
Yes, so by "stall" I just mean when a car is stationary for any reason. If they're held up by the stop mark, or by a car in front doesn't matter. I wanted to add some visual/ audio feedback for this (like the cars tooting in annoyance or something) but didn't manage it in time. Hopefully the fire system is visual enough that you can realise you are close to losing when all the cars start slowing down again and the fire colours fade away. Thank you for the feedback!
Really cool premise that has huge potential. I'm amazed you managed to pull it off though within 4 days, that's so cool. Difficulty is definitely up there, and the building wasn't wholly robust, but after a little time getting used to it I kind of forgot this was just a jam game.
P.S That jank physics was awesome :D
Wow what a brilliant idea. Puzzle games always have a hurdle - they need to be confusing and challenging to give a rewarding gameplay loop, but not feel like bashing your head against a wall, or require lots of explaining. This does not fall over that hurdle at all. Easy to understand, but seriously hard as it went on.
The first try of each puzzle felt impossible though, as only by playing through the level did the puzzle become clear by seeing what blocks go green, and having the camera zoom out. I wonder if we could have the camera zoomed out to start, and those blocks could be numbered or something to let us know ahead of time? Nonetheless, that was a real joy, and felt super rewarding to complete a stage.
Really interesting idea! Quick to understand, but the implications are pretty big and could definitely be run with for a while. Then you could go in various directions - if the apples weren't randomly placed, then there could be some "speedrun" levels whose experience is more choreographed, or there could be puzzle elements if the hitboxes scaled down with the player, or the jump heights were similarly affected. The main menu was also mesmerising by the way.
Really cool idea! Fun tone to go with it and juicy design throughout. Took me a little bit to get used to, and even then I found it quite difficult, but really rewarding when it goes well. I particularly liked being able to use each shot before the previous one was finished, added an extra layer of tactics to it all
My best is 77! Love the character throughout the game. Music, art, gameplay all felt great. I really liked the camera shift at the end of the day, and the switching between views. Perfect length for a game jam, but also left me wanting to do more rounds (so I did, but somehow got worse as I went... don't mind me...)
Beautifully made game. I love the music, the sfx and the idea. The puzzles were well designed, and I really liked how the sections looped back on each other as it really added to the immersion and story element. It's cool that this could have fit the previous GMTK jam "out of control" too!
Only thing I felt was the difficulty later on. But that's not because I felt it was too difficult, so much as the control felt a bit too much like multitasking. I'm not sure what the solution would be, perhaps assigning hotkeys to each block somehow? But that's just if you're wanting to continue working on it - great submission as is.
5 perfect scales is my best so far! Scaling scales for scales. Scales.
Jokes aside, gameplay was clear, got me quickly engaged and difficult enough to require focus without being frustrating. Great juice, visuals and charm... not much else to say really! If continuing development perhaps it could become more involved by having ways to extend our timer, but here it feels great.
Thank you so much! I'm really glad the work on the title screen was worth it.
So, for the leaderboard, if you click the button to the right of "Submit Entry" called "Load Previous Best", it will show your highest current submitted score alongside the rank (eg 11th). Then, on the right side at the bottom, you can choose what page of the leaderboard to show by clicking right or left, or just inputting the page number you want, to see how it compares. If I continued development I'd definitely love to implement something that automatically shows, say, the top 5 and then the 5 people just ahead and behind you though.
Thanks for playing!
Thank you for playing!! I spent a lot of my last hours on the title screen haha but I'm really happy it's paying off.
The system that lowers your fire level only punishes stationary cars - so it softly encourages you to keep all cars moving rather than two queues at a time. But I admit it doesn't really impact until a bit into the level. I'd wanted to add some feedback that lets the player know that's happening, like the cars tooting in annoyance or something, but game jam be jamming!
Thank you! I had hoped to make a couple tiny tutorial levels, but in classic jam fashion I had to cut them. I was also wary of loading you with a text tutorial and wanted you to be able to play fast - but if you press escape or backspace to pause the game, there's a mini explanation of everything there at least
Man! I was not expecting this to be so fun! How you managed to make so many great, scalable mini games is beyond be, and it was so fluid going between them all. It gets seriously hard, but I got that first leaderboard place after a number of tries!! Very proud of that.
I wish there had been some more sfx throughout is the only thing, as sometimes I didn't realise my cursor was stuck, or if I'd deflected a meteor etc. I also found my cursor movement was a little delayed. But the music was super charming, art was incredible, gameplay loop brilliantly balanced. Having the cursor play a mechanical role is something I've not really seen elsewhere either. Top tier!
I won! Neat little game and I liked the artwork throughout. Could've benefitted from some sfx feedback, and I think the map could've been smaller or movement could've been faster, though I realise in a game jam not everything can be done in time. The totem was a welcome haven, as was the stars being ammo that I could continue to use after beating the corresponding boss. Great stuff!