I am very confused as to why you used the Super Mario World font in the thumbnail.
MulticoreProcessor
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This is uncannily similar to my own entry. Puzzle-platformer, multiple aerial double jumps, about a duck collecting ducklings, a down feather meter that goes down when you do a particular action... with 10000 entries, no matter how unique the take on the prompt, someone else probably had the same idea.
And yours has better art and more content!
I made it to the end! As someone who is not that great at 2D platformers, the final level was brutal and I had to practically etch the correct sequence into my muscle memory over dozens of attempts. But of course that means I was having enough fun to persevere rather than quit. The fast gravity makes it tricky to chain dashes through the blue enemies since you have no time to make sure the mouse is in the right place.
I got to the end. The movement mechanics are fun. Artstyle is jank but in a game about a potato reuniting with its family the janky style is charming.
My main complaints are about visual clarity. It wasn't clear the the knife rack (?) is a background element rather than an obstacle. The checkpoint doesn't react to you collecting it, which left me wondering if I was supposed to do something else to collect it.
I see, looks like I missed that instruction because it was on top of a bunch of other instructions and only visible when standing on the goggles platform. I had seen the other instructions over the course of the many attempts it took me to get to the top (due to the way-too-fast horizontal movement) and did not pause at the top to check if there were more.
Some of the best visuals I've seen in the jam with good sound design, but the gameplay didn't quite do it for me. I think the core issue was that I didn't have a sense of how far away the lighthouse was or whether I was even getting closer to it, so it felt like an endless loop of chores until the boat sinks rather than a tense race against time.
I completed all 16 levels. Nice variety and exploration of the different nuances of the moveset, plus the later levels with more open-ended solutions that feel more like a strategy game.
Though at the end I still didn't quite have a perfect understanding of some of the mechanics, like when the fireball does and doesn't hit secondary targets with its AoE. And it seemed like Walk wouldn't let me walk to certain tiles - might be invisible monster corpses that still count as obstacles?
The combination of finding stuff, inventory management, and basic minigames all with the timer in the back of your mind combines into something that's more than the sum of its parts. In terms of Enjoyment this is one of the best ones I've played so far in the jam.
I escaped with $10703 with a couple seconds left.
Possibly the most creative mechanic I've seen in this jam, and what you have shows it off pretty well even if it's not exactly a finished game.
In the outdoor level it seemed like I couldn't consistently manage to stay in shadow, and so the way to get from point A to point B was just to sprint there as fast as possible. Maybe with more experience with the mechanic in a longer game I would be better at staying in shadows, who knows
(I assume I didn't miss something, and that was the final level?)
It's an intriguing concept (though if you expanded on it you'd have to figure out what kinds of puzzles to have other than "put the boxes on doors in the order you're going to go through them").
The custom sprites look very nice, especially the sliding door.
Funnily enough, the "wrong" solutions still work in both levels, since the doors lose collision after opening and closing and the moving platform takes a while to come back down.
I completed all levels. Enjoyable, brain-engaging puzzles.
My main complaint is that the turn limited is obviously shoehorned in to fit the theme and doesn't affect most of the levels - most of them seem to only have one solution even without the turn limit. Maybe it eliminates some slower alternate solutions in the last couple levels but I did not run into that.
It took me a while to realize that you were playing as the avocado, especially since the description says "you" are eating the avocado, which made me assume that the mouth must be the player. I kept wondering why the mouth was eating the avocado without any input from me.
But once I figured that out it worked well.
I want to compliment the excellent cold open, where the already-loaded game lines up well with the itch page's background and is just waiting for you to throw the first dart before sliding in the menu.
Near the end the engine kind of breaks, with the darts despawning almost immediately, turning the massive shower into a pulsating core, as the sound effects go so rapidly they blur into each other. But I suppose that's part of the experience.
(I finished in 198 seconds)
Excellently done on all the rating categories, five stars all around.
If I'm going to nitpick anything, some of the minigames feel a bit unfair because by the time you figure out what's going on you've already failed (the two pizza minigames and the clock hand one in particular). I failed on my first attempt for that reason (but succeeded on the second).
I managed to get the 10 slices with a couple seconds to spare on the timer. I tended to keep the mouse a couple notches above the eject button so that I would have enough time to move down and eject before it burned. The higher sections of the meter seemed like they just burned it way too fast.
Art and audio are satisfying, well done there.
I found the platforming way too difficult and frustrating, and I couldn't make it past the first 3 or so jumps.
- The jump is so powerful that it usually leads to you bonking into the ceiling or getting stuck in a gap in the ceiling that channels you right back down into the pit below.
- Therefore it seems like the only way to make the jumps is to jump from the corners, but it's hard to tell where the jumpable part of the corner ends and the "inexorably slide into the pit" part of the corner begins.
- And then sometimes after making the jump you'll bonk into something on the other side and bounce right back into the pit.
- And this is on top of a character that has slow acceleration and a lot of momentum, little air control, etc.
I made it to the end!
It was interesting how my strategy evolved over the course of the run.
Climbing the first jar, I ended up with a haphazard jumble of jars as I kept running out of time before I could reach the top, and often I would die in a way that blocked the route up I had created. It seemed like it was just barely possible to reach the coin in time.
After the first jar I never really had to deal with the time pressure again in the same way, and my stacks were much more orderly.
For the second jar, I created a staircase by making a stack of one jar, then a stack of two jars, then a stack of three jars, and so on.
The third jar is much taller, and I realized that the staircase method takes n^2 jars to construct and would be unworkable here. I tried to get jars partially on top of existing ones by wedging them against the big jar and hoping they wouldn't fall.
For the final climb I had figured out the degenerate strategy - climb to the top of the stack, then place the jar slightly off center to leave a stair step for future jars. This only takes one jar per layer and doesn't have to worry about physics or messiness or anything.
I really like how the piles of used-up jars look. You can look down at the end and all of your effort throughout the course of the game is displayed before you as all these chaotic piles of jars all reaching to climb higher.

