Really neat idea of having enemy ships ram into each other! I didn’t fully understand when I was receiving damage or not, or what the explosions were. But cool game, cool visuals.
Cykelero
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Love love the feel of this! The control scheme is simple but just hard enough (given the speed, too) to keep you really focused. The ability to repeat the last command feels good, too. The overall rhythm of the game is really nice!
The things I struggled with:
- When doing commands on beat (what felt like it, anyway), they were often ignored. So probably I’m often too late? Rhythm game often have a way of calibrating a delay, to account for wireless delays, and person-to-person perception differences. Maybe that’d help here.
- The tutorial text was a bit hard to read: long lines of text, lots of text, while the game keeps running which feels like reading the text makes you fail at the game.
Truly fun; this basically feels like a real, complete game.
Really nice mechanics and visuals. Being able to vary the shape of your croak wave is interesting and expressive, and then the visuals are really good haha. I love the way the frog inflates when charging up a focused croak.
I stopped playing in the big empty room with the four platforms, which frustrated me. (I think if you start pressing jump while a croak is being let out, the key is ignored)
Thank you for the kind words, and your super detailed comment!!
I agree with you on the clarity of the puzzles. We could probably find ways of making more obvious in what order the signals hit, and where they’re coming from. (just an hour from the deadline though, Pádraig had the idea of showing the offending signal at the bottom of the screen, whenever the sequence gets broken. that already helped so much)
And true, being to more quickly iterate on your solution is super important too. I think it’s the Portal devs who said something like, what should be hard in a puzzle game is figuring out the solution; then executing it should be painless. It’s a great principle.
I got stuck at the part where you first encounter the time-limited lily pads; couldn’t manage to lure the heron away and he was always directly on the path.
Really cool game, though! Love the mood that the limited visibility gives off, combined with the sparse soundscape. I liked how there was nuance to getting around: the fact you can pull pads that are slightly too far away, or how unseen platforms still give off a ring sometimes. A good idea with nice execution.
Fantastic mood! Getting to learn the controls, and use them in more complicated ways as the game progresses, feels really good, too. That made for a great time!
The one thing you might have wanted to add is subtitles, but there’d certainly be some work required to make them dynamically adapt, as the sound itself gets more or less clear.
Cool concept! I like how interesting it is for how simple it is. Makes for a nice challenge, and being able to find faster ways of completing a level gives a good reason to retry and think about the layout. Between that and the extra elements you show in the last level, it feels like something that could be refined into a game beyond the jam!
The one thing I’d want to see change specifically is the player visuals: right now it’s not fully clear where you are on the wire, not precisely.
Very nice! I love how you have so many unrelated systems on the same screen, that are even visually connected sometimes, and yet the separation remains very clear. That feels like good design!
This game reminded me of how satisfying and interesting a game can be, despite being very small and simple :)

