Beautiful visuals -- love the llama and the color palette. This pulling/scaling twist on the classic sokoban is a great idea, nicely done!
klaro
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Great concept and execution -- I think this is my favorite game this jam! Really enjoyed the challenge of trying to create recognizable mini versions of the reference images, and it was so satisfying when the Martians liked them (I disagreed with some of their judgements, but not everyone can understand my vision. /sniff)
Very neat interpretation of the theme! First time seeing a puzzler built around drawing a pattern and the intersection mechanic made it even more unique. And a solo project in 48 hours -- that's impressive!
Some feedback on the instructions: I did have a bit of trouble understanding why the intersection to create new stars wasn't working, because I didn't realize I needed to finish a constellation in order to spawn the new stars. It was also a bit confusing on that level that I stopped being able to draw lines when both galaxies had been used, but the previous level stated that I could reuse galaxies?
I like the feel of assigning tasks and getting continuous feedback via ticker and DAU tracker, and the tradeoff traits on the employees is a nice touch! It threw me a bit to see task timeblocks vanish a short distance from the end of the timeline (what seems to be the "present")? It's a bit confusing for me as a representation of time passing and tasks getting completed.
Neat idea! It would be cool to see the company scale too, if there are updates in the future.
What a neat implementation of "human as PC"! I enjoyed how in-context the introduction of each interaction type was -- it was fun to see how xxKillerxx reacted to the glitches (and then to the glitch being fixed). I was actually getting some rhythm game vibes between the music and the gunshots, although maybe that would defeat the purpose of managing the stage for an unpredictable "human" player? Anyway, nice work!
Wow. Does this count as an RPG? Because I really felt like I was a stage element going rogue -- especially when I forgot the player was still bound by the game's laws of physics and squished them. Oops. The little shaking-free animation at the start of each level was a nice little touch too. Clever puzzles, fun game, great work!
also pig go pop hehehe
I love the premise and the way it wraps up the game's core mechanic -- just watching that little guy get bounced higher and higher made me happy, and their comments on their progress in the game made me laugh outright. Apparently the balance of my game is a bit off, but I had a great time all the same!
The simple visuals and music work together really well in creating a relaxing but satisfying experience. There's just something so nice about seeing those little green branches grow taller and taller along the path of the light. Although it's a little upsetting when I accidentally chop off the top of my plant waving the darkness around. Really unique!
Really neat concept! It was a bit confusing at first, but once I got how to play, it was a lot of fun thinking through how to build each hand, which new cards to take, the probability of being able to sabotage the enemy (or accidentally sabotaging myself)...
If this were to be expanded, I'd like to have more feedback for dealing the final blow, because the transition to choosing new cards is kind of abrupt. But that's a super minor nit. This is great!