Whoops! The keyboard controls were a leftover from before I pivoted the control scheme (and added pull blocks). I meant to take it out but forgot. The mouse controls were definitely weird, but I wanted to play around with how close you could get to the metal with a sokoban game, and it can often be unintuitive until you play with it (and maybe even then).
Kevin Hutchins
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I never did play Gorillas, but I did play a lot of Scorched Earth as a kid. Fun to harken back to the aiming and shooting days. I like it when low rez entries play with other aspect ratios, and I liked the skull state, although I couldn't figure out how to actually reproduce it other than the times I got it accidentallly.
Fun game. I liked how you changed things up with the rope lengths near the end. I think I might have liked a slightly longer grace period when you've reached the end (it was really easy to lose momentum by pressing the key a frame or two too late), but it gave the game an interesting texture. Nice work!
Cool game! It was fun exploring around and I'm always impressed to see a boss fight integrated into a game in a jam timeline. The only move I didn't end up using was the dash, which it felt like didn't have much utility with how restrictive the energy system often felt. On the other hand, if I was lost and trying to find new areas, I probably would have appreciated it quite a bit.
You fit a lot of stuff into a little space! It was cool navigating all the planets and doing quests. I would have liked a bit more to do (it doesn't seem to ramp up all that much in difficulty after the first few quests), and I wish that the UI didn't require me to take my hand off the arrow keys and onto my mouse quite so much, but I had a fun time with it.
Loved it! From the title, I was prepared for it to be a mouse maze game, but it ended up being a lot more than that. The mouse movement felt quite good—you did a good job of helping ease the friction around moving around corners and edges. I didn't figure out the upside-down puzzle, but that part was optional so I still made it to the end.
Fun game! Normal difficulty was a bit easy for me, but the hard was just right, making it feel frantic with just the right amount of overwhelming. Everything just felt like it fit together, which is rare for a jam game. There were a lot of little details that I appreciated, like how you automatically check skipping the intro after someone plays it once.
Lovely puzzle game. I've had fun playing with cellular automata, and thought about how it would be neat to have a puzzle game with them, but never could quite arrive at satisfying mechanics.
This is a perfect example of what I would've wanted to make with this concept, if I'd thought of it. The visuals and audio complement it well. My only minor complaints are the lack of an on-screen back button, and the lack of an indication that the rule list could be scrolled. For both of those, I had to scroll down to figure out how to do it/if I could do it.
It's easy to see why they were omitted, though, as you already were coming hitting the 64x64 limit. Great work!
Ah, so this is what this genre is like! I had fun with it. It was satisfying getting my weapons buffed to the max and seeing them melt through the enemies. Difficulty felt good to me, I was able to win on my third try. Very effective use of visuals, I stopped noticing that it was low resolution after just a little bit of time ingame.
Great atmosphere between the audio and visual design! I had fun with it (I think I got the final ending), and I liked how you had the option between running and crawling, but in the end I just ended up sprinting everywhere. The only minor issue I noticed was that clicking to dismiss text boxes/notes would also trigger crawling mode.





















































