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flyableheart

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A member registered Mar 06, 2026 · View creator page →

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Thanks so much for playing! More zombie variety and a combo chain are great ideas, and I hadn't thought about zooming out. I'll keep these in mind. Thanks for the kind feedback and the playful comment!

A well-made puzzle game. Interpreting chain reaction not as explosions but as something you stop with resistance is a fresh take. Especially in the timed mode, I found the dragging controls a bit tricky and the angle switching a little slow, so improving those would make it even better.

I was really surprised by how many gimmicks were packed into the very first stage. It turned out to be a bit too challenging for me personally, so I wasn't able to see what comes after. Having attack power change depending on the lane is a unique idea, and it made for a really interesting tower defense.

I completed the first level. The UI is polished, and the idea of buying land and connecting power plants to gradually grow the city captures the theme really well. With a genre like this, I imagine you had tons of ideas you wanted to include, so it's really impressive that you shaped it into a complete game by the jam deadline.

After just a few moments of playing, I could tell this was a great puzzle game. The UI is carefully crafted, too. Above all, the rules click instantly, and the effects are a joy to watch. I believe this was one of the earliest submissions in the jam, and I was really impressed by how polished it is.

I'll admit I had some preconceptions about first-person 3D dungeon crawlers, but this one won me over. Movement is quick, there's no motion sickness, and while getting a little lost is kind of part of the genre, whenever I was about to go down, a conveniently placed healing item always seemed to show up, so I never felt like I was being overwhelmed. A manual save option would be a nice addition, though.

A nice, little adventure game! I made it just in time, but luckily I managed to clear it on my first try, which made me really happy. No spoilers, but I spent the whole time thinking the elevator was just a shortcut. Nice work!

At first glance, the game looked so minimal that I wasn't sure what to expect, but the effects are so well done that it never felt repetitive the way Cookie Clicker-style games often do. Each run is nice and compact too, and you can tell a lot of thought went into keeping things fresh. A really fun game. Nice work!

To be honest, I never expected to play a jewelry design game in a jam like this! But the "chain" in chain reaction really is a necklace chain, and everything from the carefully crafted UI to the 3D models, the lighting, and even the sound of the chains clinking is of a really high standard. In my experience, games like this usually make you watch tons of ads before you can choose from more than a few combinations, but this one gives you a huge variety to pick from right away. A true hidden gem.

Thanks for the reply. Good luck tuning the randomness. Also, I think my wording was a bit confusing. I actually meant it as a compliment: the animation that plays when you clear a stage was really nice! That little bit of flair made every clear feel satisfying.

A really polished action game! The screen layout, the 3D characters, and everything else are crafted with a lot of care, and it's all really interesting. The controls might take some getting used to, but I'd love to watch a gameplay video of someone who's truly mastered this game.

Simple, but really fun! Rather than focusing on tough puzzles, the stages feel like elaborate domino setups, and I can imagine you spent a lot of time crafting them. I also liked how intuitive the design is. Nice work!

A very intuitive puzzle game. To be honest, I played another entry with a similar concept, but it turns out I like both of them! This one has no power-ups, which makes it feel more focused on pure puzzle-solving. Using meteors to burn down the grasslands and wipe out the dinosaurs is a brilliant idea. The UI is really polished, too.

Bombs setting each other off in a chain fits the theme perfectly, and I really enjoyed that. That said, depending on the starting layout, some runs felt a bit unfair, so it reminded me more of a coin pusher game, where a lot comes down to luck. The stages are nice and short, and I could tell you put a lot of care into the clear animations.

The contrast between the minimal visuals and the 3D dice animations was a pleasant surprise. I liked how the design is built around chain reactions. Personally, I had trouble controlling the paddle, and in the later stages I kept getting taken out in a single hit. Even though luck plays a big part, I thought it was a really polished game.

Before I knew it, I'd played all the way to the end. The theme interpretation, accessibility, presentation, and UI were all really polished. Personally, I found Ranch harder than Lake, and Farm harder than Village. Figuring out exactly which items to buy could make for a fun speedrun challenge!

What's interesting is how the fire and bow-and-arrow mechanics give it its own unique twist. Luckily, I was able to understand the rules, but the puzzles are quite challenging. Movement is snappy and there's an undo and reset options, so it never felt too frustrating. However, when I reloaded the page partway through, my progress was lost. Overall, a game with a lot of potential.

An interesting game! At first I had no idea how to play, and it took me quite a while to clear the first stage. But little by little, the dots started to connect, and by the end I could feel there was a grand theme behind it all. For first-time players like me, a short tutorial at the start would be really helpful.

It's a simple puzzle game, but the UI is so clear that I never got confused about what to do. I also appreciated the auto-save feature. One thing I was curious about: I couldn't find a language selection screen, so I wondered where the "FITIL" shown in the screenshots comes from.

A hexagon-based puzzle game. The UI is very straightforward and easy to understand, and solving the puzzles while predicting how the bombs would behave and how much life I'd have left really made me think. The stages are cleverly designed too, and the whole thing feels very polished.

This was an intuitive puzzle game. I played through about half of it, and being able to retry as many times as you want makes it very player-friendly. With 30 stages and a save feature, players can pick it up whenever they like, which I think is a nice touch.

I'm not very familiar with tower defense games, but this one was easy to get into since everything fits on a single screen, and the difficulty wasn't too punishing. With features like speed controls, nice effects, and unit merging, you can really tell a lot of thought went into it.

Once I figured out how it works, it got really interesting. The idea of having players experiment with chain reactions to figure out how to deal the most damage to the dummy is brilliant. I think this game makes great use of Defold's physics engine.

Did you make it with an update just 12 seconds before the deadline? That's cutting it close! You launch a die and set off chain reactions by connecting dice of the same color to build combos. I understood how to play right away, and I think it fits this jam's theme well. There are a few display glitches, but I couldn't fix all the bugs in my own game either, so I totally get it.

This is a classic merge-2 style game. Personally, I didn't find the click controls very intuitive, and I almost missed what makes it fun, but once I realized I could drag the pieces, it suddenly clicked for me and became really enjoyable. I think you captured the satisfying feeling of clearing things through chain reactions really well.

I've played this a few times since you submitted it early in the jam. It's a carom-style game that treats soccer passes as a chain. Early on, the CPU was way too strong for me, but the difficulty was adjusted by the voting period, and I was finally able to beat it! It's a nice fun game that's good for a quick break.

I struggled at first because I couldn't figure out the controls, but it turned out to be a nice, simple puzzle game about connecting dots to clear each stage. I didn't fully grasp all the rules, so I couldn't beat the last stage of "Anomaly Overload" and didn't get to see the ending, but with multiple stages already in place, I'm looking forward to seeing where this game goes next.

I think what you were going for with this game comes across well. Unfortunately, out of the 10 levels, I got stuck on Level 2 because it was too difficult for me, so I couldn't make it any further. Loosening the clear conditions a bit might help players experience more of what makes this game great.

I found it really interesting that you interpreted "chain reaction" as literal chains rather than a cascade of events, and built a puzzle around that idea. There are lots of stages, and I appreciated the auto-save feature, since it lets me pick up right where I left off anytime.