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CaCC-Lab

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A member registered 89 days ago · View creator page →

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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!

Thank you so much! So glad you enjoyed leading the parade 🦆🔥 I'll check out AI WORMS!

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!

Thank you, Mithri! 🦆🔥 I'll check out Lightbearer!

Thank you for playing! The Snake comparison is spot on 🐍🦆 Good point about the difficulty — I'll make the later levels ramp up more. I'll check out The Last Beacon!

Thank you for playing again and again! You're right — that hit sound is way too harsh for a toy train 😅 I love your idea of the duckling just wandering off because it got curious about the train. I'll make it softer and more playful after the jam. Thanks! 🦆🔥

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.

Thank you so much, Philip! Glad the parade made you want to keep going 🦆🔥 I'll check out PAPER SNIPES!

ルールが画面の下にずっと出ていて、数秒で遊べました。最高 180 点です! 細かい所ですが、ボーナスが「68個ボーナス」と「個」になっていました。満腹が危ない手前で合図があるとうれしいです。

Blowing out candles on Earth's birthday is such a cute idea, and the geologic "Stage: Hadean" label is a great touch. I wasn't sure what "Release Charge" did until I pressed it — a one-line tooltip would help.

影を伸ばして橋を渡すアイデアが面白いです。影がかかると橋がすぐ光るのが分かりやすい! 1 部屋目でスイッチが点かずに迷ったので、「スイッチ:OFF」のような表示があると助かります。

Love "throw your light, survive until it returns" — and the warning before a shadow lunges is a nice touch. It was hard to tell when the torch actually hit a shadow; a small hit flash would help.

Instant to pick up — three lines of rules and I was playing. Best was 455! Small bug: "-1 life" and the UI-pack credit stay visible behind the game-over screen.

Beautiful idea, and the fail messages are great ("56% along the first road · turned 0 of 3 gusts"). I often misread which side the wind was coming from — a clearer wind cue would help me a lot.

Impressive scope for a jam! The milestone text ("Dig the basin floor: hold the left button…") made the first step clear. One small thing: when the mouse gets locked, a quick in-game "click to capture mouse / Esc to release" note would help. Thanks for playing Topple!

Love the road-trip framing and how clear the goals are ("Shelter 30 survivors", costs shown on every building). I got stuck on Day 1 with HANDS 0 — everything said "NO FREE HANDS". A small hint for getting the first worker would help a lot. Thanks again for playing Topple!

Thank you so much for playing — 1970 is a great first run! Really good catch on the 14 → 7 drop. Losing ducklings is too quiet right now, so I'll add a clear "oops" moment (sound + a quick scatter) after the jam. Glad the Level 2 notes helped, and thanks for the fix! 🦆🔥

Thank you for playing and for coming by! Glad it hooked you. Fair point on the quiet side — I'll give the sound and pops more punch after the jam. 🔥

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!

Thank you so much for playing! Really glad it was fun 🔥

Love the cave pixel art! I wasn't sure what to do after entering — a one-line goal at the start would help. Thanks for playing my duck game too!

Chess on a sphere is such a cool idea, and it looks great! The three panels at the start felt busy, and I wasn't sure my move registered — a short hint on how to move would help.

One button and a vertical screen — nice and clean. The torch stands were hard to see in the dark for me, so a small glow on them would help a lot.

The light spreading through the dark looks lovely. The screen and text felt small on my side, and the fuel ran out quickly — a little more fuel early on would help me learn the controls.

Press in the order they light up — clear in ten seconds, nice and simple. Heads-up: after my first run a full-screen ad showed up and opened an App Store tab, which might make people leave.

Bright art and the joke made me laugh! One thing: a route that looked connected still said "ROUTE BLOCKED!" — maybe a hint for why?

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!

The hand-drawn art and the little rat have so much charm! The intro is about two minutes before I could move, though — a skip button would help a lot.

"Tap to light" — I got it in five seconds, and I love how each level teaches one new rule. Vertical layout feels made for phones. The first few levels felt a bit easy, and it was hard to tell if the oil lines were connected.

The dark room and the cat look beautiful — such a cozy-creepy mood. Thanks for playing my duck game too!

A cat racing on a robot vacuum — love it! The 3D looks great. A quick "hold ↑ to go" at the start would help new players.

So fun! Hold to push, release to stop — got it in seconds, and the "CAUGHT!" screen made me laugh. Instantly wanted another round.

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 so much! That made my day. Heading over to play What Are You Staring At? now 🦆🔥

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!

Thank you for playing! 🔥

Thanks for the clear repro and for pinning down the cause! You're right, held keys were only cleared on keyup. The new build now clears them when the window loses focus or the tab is hidden, so Mama stops where she is. Glad you liked the parade!