Really cool stuff! This feels like it could have a lot of depth with strategy that I have not yet explored. I always enjoy very nuanced mechanics hiding under a simple premise; not to mention the game is very polished.
Husky
Creator of
Recent community posts
I think that I was able to figure out the needed idea in “Fill Again” just because it’s presented in a much simpler layout; I immediately parsed that since I needed those 4 squares filled, I would only have 3 boxes left to maintain a 2x2. I suppose in “Not Enough”, the idea did not immediately pop into my head since… I thought that there was a way to perhaps remove the box in the bottom right and replace it with a different box later (not sure what I was thinking there honestly). I mainly think that the clearer presentation of the “you do not have enough boxes for this to work unless you do something differently” of Fill Again was what gave me the idea.
Really good stuff. This game goes into surprising depth for a mechanic that is seemingly so simple on the surface. Strangely, though, I got stuck on “Not Enough”, jumped to “Fill Again”, and then figured out what I needed for the former. Really lovely how minimal the mechanics are, though, and how the seemingly “new” mechanics are simply a new way to look at the main one. Easily one of my favorites for this jam.
Paper puzzles like this are always pretty fun. Would’ve liked to see a bit more complexity with perhaps more of the mechanics present in each level (such as the split node). I think that the logic could have also benefitted from obstacles present in the middle of the board, opposed to the board being just a rectangle. This has a really good level of polish, though, and was fun to play.
Really cute artstyle. Not a huge fan of the “some souls appear after a given amount of time” since it’s hidden info that’s only revealed partway through which could mess up the planned solution; luckily the puzzles are all short enough where it isn’t an issue. Really liked the logic that came out of the watches; overall a fun game.
Amazing puzzler. The entire metasequence felt very deliberately crafted, very cleanly made. The individual puzzles themselves felt very intentional; each of them emphasized a core idea even if some of them weren't entirely focused on puzzles. It's also honestly insane how natural this entire thing feels even though the game itself seems carefully crafted. Many parts feel like they work just because they have to work that way, and there are so many setups in the layouts that naturally create amazing logic!
I generally don't enjoy puzzle games with a "discover the rules" vibe, as I feel like it usually detracts from the logical aspect, but every rule was very intuitive and came naturally from the ordering of the puzzles in such a way that discovering the rules didn't take away from the game whatsoever.
I do wonder how much more potential can be squeezed out of just these ideas and these mechanics, though - purely focusing on a logical aspect as opposed to layout style and whatnot. I'll be hoping for more stuff like this in the future!

