Great update! The upgrades all make a lot more sense now and do a better job or feeding into the core loop. Great job!
Garrett_j
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So many games just slap a timer on a game that otherwise has nothing to do with timing or countdowns, but this felt very thematically on point. Amazing art. Hilarious concept. Absolutely addictive. Had to keep playing until I landed on the moon. Big props. One of my favourites from the jam.
If you have a minute, it would mean the world if you would give my team's game a look and maybe rate it too.
Cute game! Love the art and I had some fun defusing bombs for a while. The theme is present and gives the game a bit of an interesting twist, but overall it's a pretty simple idea. Great job getting this together so quickly!
If you have a minute, I'd really appreciate if you checked out the little puzzle game my team and I put together as well and maybe give it a rate!
The quickness of everything made this feel great to play. There are so many simple platformers without a twist in this jam, but even the fundamentals like jumping feel fun in this little engine. The bow on top was a blast to play around. While the theme tie-in isn't particularly strong, it's hilarious. Great job!
If you have a minute, I'd really appreciate if you checked out the puzzle game my team made and maybe give it a rate!
Cool idea! Strong connection to the theme, though the level design felt a little stilted. The 'VI" to "9" converter in leel 5 was broken, so I wasn't able to complete that level. Really great visual design, though, and I love the creativity behind extrapolating the "countdown" theme into a factory-style game. Haven't seen any games like this one!
If you have a minute, I'd really appreciate if you checked out the game my team put together and maybe leave us a rate!
Super polished! Fantastic job on this! The countdown mechanic feels slightly tacked on, but the polish and juice makes the game feel incredible to play. I love the minimalism and the simplicity of the effects. Strong design.
If you have a minute, we'd super appreciate if you took a look at the game my team made as well and maybe give it a rate.
Excellent work! Really cool little puzzle. I think it hits the sweet spot between hard enough and not too heady. I could see these kinds of puzzles getting extremely difficult, but your restraint in level design was appreciated and made the full thing a treat to play.
We put together our own puzzle game as well, if you don't mind giving it a look and maybe dropping us a rating!
Wow! Thank you so much! It means a ton to us that you took the time to so thoroughly appreciate everything we put into this game. We all worked hard and it is such a compliment to have you pay attention to and appreciate that labour.
As a team we’re all pretty big fans of games that don’t feel obligated to explain everything and trust players to figure things out. That philosophy of game design is a bit difficult to implement perfectly, however, and we’re noticing not everything was quite as intuitive as we’d hoped. We most definitely have plans to help smooth out the experience of learning how all of the important concepts work in the game in the future. Glad you were able to figure everything out regardless.
Thanks again! Your heartfelt encouragement is so deeply appreciated.
the only thing I found myself wishing for at the end was an endless mode where I could try to go for a high score, perhaps with a life system so I can fail at least one or two puzzles before being eliminated. As is the core loop is great, but doesn’t really punish you too much for being bad at it or reward you much if you play consistently and make no mistakes. If I could show off how many rounds I was able to survive I would be motivated to lock in and really try to solve each puzzle rather than just rolling the dice and hoping for a good outcome until I win (which I did on a few puzzles!).
This game feels really good. I love the core concept, though, I hate to say, it feels like it there would be much more room to create interesting puzzles if it wasn't jammed into a "countdown" theme. There's no meaningful mechanical connection between the core concept and the countdown here. The rules might as well have been "use all of the mirrors", as there was nothing unique about the mechanics of each mirror in order and the timer during the puzzles was more of a nuisance than something that elevated the core loop. It's a really fun concept. though. Great job on the game! Getting something like this finished and playable in 96 hours is a huge accomplishment.
Really cool looking world! Hard to figure out what to do, but I love the modelling work you did with the gears and the tower. I tried moving the circles around to make them connect to the gears, and while I got them to interact, I couldn't figure out how to make them do anything meaningful in the world. A few more hints might be nice, but I can definitely tell some real effort went into this!
Great job! Simple take on the theme, but the execution is really good. Fun levels, tight feeling engine. I can definitely tell there are some Celeste fans in the crew.
I had a little trouble finding "gate 3" on my first try, but I found it just before dying and gave the whole thing another go. Won with 5:55 left on the clock!
Hilarious. Taps into a feeling we all know too well as gamers. I didn't exactly understand what the timer was doing though? The core loop was pretty fun and I loled every time I looked up and saw mom freaking out.
Would have been nice to have a little more visual feedback on how the fan worked. I didn't realize it was doing anything at first and had to scroll down to check the instructions to be sure. When I whipped my mouse around fast enough, I saw that she changed into a calmer state, but maybe a basic particle effect and a sound when you mouse down would give the player a bit more of a hint that what they're doing actually has an in-game effect before we actually see mom start to calm down.
I've seen a few games play with this idea but it's an alright one. I agree with some previous commenters that it might have been both more challenging and more engaging if the timer were a bit shorter. The engine was a little janky and killed me after I completed a level, but obviously, forgivable for a 96-hour solo-developed game. Good job getting something playable together! It's a huge accomplishment to hunker down and make anything at all this fast.


