Thanks for continuing to play our games every year! It means so much to us!
makegamergirls
Creator of
Recent community posts
Oh my god this was so stressful!!! I had a lot of fun! Very well done game with good polish. The math problems kept killing me lmao. I loved the final cut scene. It was also really smart to have the game save your some of your progress on the installation... when I died I was motivated to keep going because I felt I was making progress!
One of my favorite games of the jam. I love how it starts as a careful economic game, but by the end you become so OP that money means nothing to you and you can just spam all your abilities. My only complaint is that the tech tree that reduces enemy spawns seems bad to me? If anything, I wanted more enemies!
Overall great job!
The anti-cookie clicker!!! It's so cool how our games took the same base idea of "you're a rich person with too much money" but went in completely different directions. We were originally trying to imagine a game very similar to yours but couldn't figure out how to make the mechanics work as a cookie clicker ("If you have a lot of money, why don't you just buy the expensive things right away?"). You totally cracked it! Needing to sell your shares to access your wealth is a great way to get the cookie clicker mechanic work with this theme. I really enjoyed playing -- it's surprisingly hard to get rid of all your money! I got down to 400k. Great job!
Thanks so much! It was absolutely crazy to see it be the first game on the stream. I was so confused, since I had the page open on a bunch of other tabs. Took me a second to realize he was playing it!
Yes our artists are awesome. The person who animated the ending had never done any animation before, and then she dropped that 57 frame beauty on us. We're so lucky!
Oooooh this is a good one! I had two issues:
- on Pinball, whenever I held both shifts at the same time, I could only release one of them. The other would get stuck, and I'd have to do a full press and release of that shift to correct it.
- on the final level, on the last stretch to the goal, I consistently fell through the floor. This was after every interactable part of the level
BUT you guys implemented a skip level feature (which honestly for jam games with levels should probably be a requirement). So I really cannot find a single fault with this game.
The player model is adorable, the level art is everything it needs to be, the music is a jam, the conveyance is great, the gameplay is FUN, and the finger-twisting absurdity gives your premise the crescendo it needs to leave an impression.
This is a stellar entry. Kudos!
Took me a second to figure out why platforms were disappearing! Very creative concept.
Definitely feels slippery for how important precision ends up being. Skidding an extra step can more or less kill the run. And maybe I'm just bad, but it doesn't seem all that possible to do more than, like, one or two loops? Even constantly jumping as far as I could, there just wasn't enough safe space to land on.
I think I'd want to see a LOT more pathways at the start. It would be a lot easier to get invested in a run if I felt like I had the ability to be strategic about which route I took each loop.
Part of me wishes the modifiers changed up. Part of me is very glad they didn't!
There's a lot you could adjust to get a very different effect. Make the instructions a little bit quicker each time? Start leaving off the first part of the recipe? But I don't know if that would be better, just different.
Don't think I've seen someone interpret the theme with Simon Says yet. Very creative!
In all seriousness, I think this is pretty much the perfect jam game. You introduce the premise, ease the player into it, then ramp it up to the point of absurdity. You take what is in reality an extremely merciful shape assessment system and make it feel like a parent who's "not mad, just disappointed." The music is a bit grating, but I feel like that almost adds to it. Trying to finish wrapping gifts before the in-laws come over, and the dog is barking in the background.
Very cool concept! I was playing on a large monitor, and the window was extremely tiny, which made it extremely difficult to be precise enough. I hit my limit at two balls. Maybe a thicker shape outline and a larger brush?
I love the design, though. I feel like every jam, I'm always most impressed by these minimalist concepts that do away with all the bells and whistles and just find an elegant core premise!
Thank you! We talked a lot about the nature of loops in gameplay mechanics, and we decided that the interesting thing about them is that different opportunities arise at different parts of the cycle.
So if you were to break the loop up into sections, each section should offer something that the others don't. And that was how we came up with the idea of the climbing portion, and using it to give the player time to assess and strategize that they don't have when they're actively falling. If a cycle has rising and falling action, the falling action shouldn't just be dead time. (Of course, in our case, the falling action and the rising action are reversed!)
Hello again, friend! Thanks so much for stopping by! Yes we are so proud of our artists.
We were so close to implementing new web layout generation! But we deferred to a single level instead to keep ourselves focused on getting the systems to work right. I think if we kept pushing in that direction, we may have ended up with something sort of like Peggle? Pretty interesting to imagine!
Thanks for your thoughts! See you next year! Lol
Good feedback! Initially the spider's hitbox was much larger, but we found that it was too easy to grab bugs from other routes, and made it too easy to collect everything. We ended up revamping the collision system so that you only collected things that were specifically on your route -- but as you noticed, maybe that doesn't gel so well with the current sizing. I think future revisions would involve a lot of fine tuning with regard to size, speed, distance, and camera zoom.
Thanks so much for leaving a thoughtful comment!
This was such a delightful game. I was confused at first, but the moment that I started to understand I got so excited and felt such satisfaction in solving all the puzzles. I loved the details of changing into different chess pieces. Honestly I think this game idea has a lot of legs and could be developed into a full game. Amazing job!








