Gorgeous visuals! Watching the glowing worm trails race over the blender, toaster and kettle and then angry eyes pop out of the appliances is such a fun idea, and the "+100" with the combo counter — then the pink fridge with red eyes popping up right away — feels snappy. Honest feedback since you asked: on my first try the worms started moving while "SPARKLER GNOME! TAP IT!" was still on screen, and I lost all five before I'd finished reading. A short pause (or a slower first worm) would really help first-time players. I also wasn't sure what "Leave it alone." meant at first. Really impressive that it's all drawn and synthesized in the browser — 140+ versions is dedication!
CaCC-Lab
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Thank you so much! Really glad the difficulty felt focused without being frustrating 🦆🔥 About the carts: right now the only way is to swing the whole line out of their path — they bounce side to side, so cutting across behind them works best. You're right that it isn't clear (and it is heartbreaking!), so I'll make it easier to read after the jam.
The torch as both your health and your timer is a great fit for the theme — the darkness really makes you feel every percent of fuel 🔥 The burst of sparks when a brazier lights up is satisfying, and the shrine choice (less fuel use / wider light / bigger flare) is a nice touch. Some feedback: I wasn't sure how to light the braziers — standing on the ring kept it at 0/4 — and the fuel runs out quite fast compared to the small light radius, so I often ran out before finding anything. Showing why the flame went out would help too. Also, the results screen said "Floors Cleared: 1" while I was still on Floor 1. Thanks for making it!
Lovely atmosphere! Holding to grow the fire and then watching the beacons light up one by one across the ridges is really satisfying 🔥 The letters were my favorite part — I sent an angry letter as it was, and in Night 2 the bakery stayed dark and the baker said "I didn't mean it, keeper." That consequence really landed. Small notes: during the drum part I couldn't tell if my taps were registering (a hit/miss flash would help), and a hint about how long to hold the fire would be nice. Tiny typo: "to to the capital". Great work, and thanks for the detailed "How AI made this" section!
Thanks for playing my duck game! The papercraft look is gorgeous — the whole thing from menu to HUD feels like one crafted world, and the DAY CHALLENGE card made the goal clear right away. One thing that tripped me up: I wasn't sure how to start moving and aiming at first, and the first click went to locking the mouse instead of firing. A one-line "click to start · WASD to move · mouse to aim" at the start and a sensitivity slider would help a lot.
Thanks for asking! It was Level 2 / 100. The card did name the piece: "Rotator A: The rotator inlet is misaligned." The confusing part was that Rotator A's opening looked joined to the curved pipe coming up from START, so I couldn't see what was off. Same card both times, even after rotating it and putting it back. Maybe a clearer look for "connected vs. not" on rotators would help. Also, Play started me straight on Level 2 — not sure if that was intended. Fun puzzle either way!
Thanks so much for playing and for the detailed notes! Really glad the novelty landed. The early fail is a great catch — the fail check fires the instant the head tilts past a set angle, even if it would wobble back. I'm changing it so it only counts when he actually stays down, and that fix will go up right after the jam. Funny fail reactions and better visuals/sound are on my post-jam list too!
You're right — running out of ducklings doesn't end the run. The score is how many are still in line when the 35-second parade reaches the pond, so hits cost you, but an empty arrival still plays the win fanfare, which hides that. I'll make an empty parade read as a real loss after the jam. Thanks for saying it straight.
Thank you for taking the time to port it and run the numbers — this is really useful. Point 3 hit home: by the last rounds the blast covered almost the whole board, so the choice disappeared. I re-ran your model and got the same numbers, so the new build grows the blast by 5 px per level instead of 15 (72 / 77 / 82 / 87). Even at the max level the biggest chain is now about 32 of 44, so the late rounds stay a decision. Thanks again!







