Thank you so much for giving it another shot! I’m so glad you enjoyed it.
jholl
Creator of
Recent community posts
This is so fun and creative! One of the most fun I've played so far. The writing is funny and it makes me feel a strange sort of "call of the void" -- what if I did just click all the popups and scams? It was oddly cathartic in a chaotic sort of way. The diversity of the art and messages and the implementation of a global leader board are really impressive for a 4-day jam. Also the music was excellent and fit the tone perfectly. Nice work!
I really like the idea of showing symbols 1 by 1 with audio and visual feedback (as long as it’s not too slow). The spinning was a great touch and a good solution to show right symbol wrong spot Perhaps on the console you could have a smaller icon to the right with the correct symbol indicated once you’ve guessed it correctly? Or have it show in the box and highlighted green but with a slightly lowered alpha and allow the player to overwrite it (as if it were the placeholder text in an input field if that makes sense). Now that I think about it, lowering the alpha might also be a good way to indicate symbols that you’ve ruled out (instead of them disappearing entirely)
Oh my stars! What a charming code-cracking game. I cracked the code on my second playthrough so I got to see both endings. I had a good time with it, and I appreciate that it brought a little bit of fun narrative and humor to a puzzle game. Here are my playtest notes in case you decide to make a post-jam release:
-More visual feedback for symbols you get wrong. Since naturally my first several guesses had no correct symbols, I couldn’t tell whether the console was doing anything.
-Recommend adding audio feedback for correct and incorrect solutions. The instant feedback would help alleviate potential confusion, and it would add the little bit of “juice” that makes the feeling of guessing correctly feel really good.
-When I used the Intelligence Action that would highlight 3 (with one being a symbol in the sequence), the highlighted square covered up the actual symbol
-In the Intelligence Action that let me pick a column, I would have liked to be able to reference the board to choose but the popup that let me pick blocked it.
-For green and locked, the instructions say “why would you want to move a correct symbol”. But after I got a few green + locked, I had fewer slots to test and eliminate additional symbols. It could add a small strategic choice to let players not have them take up a slot.
-Consider adding the ability to click symbols to add them to the console
Hi Yavuyo! Thank you for the feedback! We chose to have the game throw you in to emphasize the feeling of being lost in a strange land and hopefully up the feeling of accomplishment once you start to understand the world a bit better. The tough part for us is balancing giving enough information for players to find the path forward. Hopefully we got close-ish, but we’re definitely looking to try to fine-tune this with all the feedback and playtest we can get. Thank you so much for playing!
Hi Nitrose! I’m so glad you enjoyed! You should be able to get a different ticket by just going to the stand and asking again. Was there a bug re-triggering the dialogue? Or should the ticket received animation be more clear? (Thanks for the feedback! We’re building a punch list for post-jam cleanup)
So many cute and creative ideas packed into a few minutes. Pretty sure I saw more interpretations of countdown in this one game than I've seen elsewhere in total while browsing. I had a lot of fun and had some good laughs. It also reminded me that I'm up playing Itch games far later than I should be... that alarm's gonna be tough tomorrow.
So many cute and creative ideas packed into a few minutes. Pretty sure I saw more interpretations of countdown in this one game than I've seen elsewhere in total while browsing. I had a lot of fun and had some good laughs. It also reminded me that I'm up playing Itch games far later than I should be... that alarm's gonna be tough tomorrow.
Excellent job! Cool idea and a tricky concept to execute, but you pulled it off gracefully and I had a lot of fun. Here are my playtest notes to consider in case you're looking to keep working on it after the jam:
-When turning around, it feels like my location jumps (possibly due to the location of the sprite's flip axis?)
-It was difficult to position myself for a precise jump since it seemed like there was no acceleration time. Consider implementing a (very short) acceleration period.
-Consider implementing coyote time
-The watch is cool for UI, but the buttons should be a little bigger. The click-boxes are sized nicely, but you can't tell until you hover over them and see the gray UI box appear.
-In the running animation, the player looks like he's hovering a couple pixels off the ground
-Since a lot of puzzles involve me standing somewhere for a long period of time, a fast forward button could be a good QoL feature
-The door is invisible in levels 8 and 9
I'm so impressed that this is your first game jam, and solo at that! It's got a surprising amount of polish and it's a ton of fun to play. The level design was spot on--each one upping the challenge or introducing a new concept. Nice work!
I would recommend a sound effect and a faster animation for when you successfully close a window. Since the window closing animation takes a second to play, it's tough to tell initially whether it registered. And it could make the act of successfully closing a window even more satisfying.
I'm so impressed that this is your first game jam, and solo at that! It's got a surprising amount of polish and it's a ton of fun to play. The level design was spot on--each one upping the challenge or introducing a new concept. Nice work!
I would recommend a sound effect and a faster animation for when you successfully close a window. Since the window closing animation takes a second to play, it's tough to tell initially whether it registered. And it could make the act of successfully closing a window even more satisfying.
I had a lot of fun with this! I think I told myself "this is the last run" at least 3 runs in a row. The options were also well written to force you to make some interesting choices. On my first playthrough I tried to make choices that I though were the most ethical, but just like Frostpunk that turned out not to be the best idea for survival. I do feel like provisions were especially hard to come by. Even when I focused everything on gaining provisions I usually couldn't make it past day 5 or 6.
I love the interpretation of the theme as planetary orbits!
I think one thing that could make the controls more intuitive is if the red and green axes reoriented themselves to be perpendicular to the centripetal force when you enter a new orbit. I ran in into some issues where I had trouble controlling my planet if the velocity got too closely aligned with gravity.
Awesome job! Really fantastic execution of a clever idea. I love seeing music and rhythm mechanics implemented in other genres. The aesthetic is beautifully nostalgic, and I could probably groove to that song on repeat forever.
I appreciate the difficulty, but I think one thing that could help alleviate some frustration would be using a first-in-first-out system instead of first-in-last-out when picking up and placing mics. That way I'd be able to make multiple mic movements on the same pass of the hand. I'd often pick up a second mic to move or to fix only to realize that by picking up a second one I had prevented myself from placing the first where I would have liked.
Overall, though, the frustration was minor and the enjoyment was through the roof! Definitely an entry to be proud of. And thanks for your feedback on Rhythm Rail!


