Ah alrighty. My hard drive is only half full, so I'm not sure it's that. I have no clue what causes it either, it seems completely random. Yesterday it didn't happen at all, and I reran the game like 100 times. If I figure out anything, I'll let you know
Scrapbox01
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Thank you so much! I'm glad that you think the challenge is good design. Something that I learned throughout making this game was that I should have considered how demoralizing it might be to have to go back to a point that you've already figured out. This game is in a weird spot where it's a precision platformer, but it's also a puzzle game. So if you are taken way past a point you have "already solved", I could understand the discouragement. There's definitely a balance to it, and for your game To Nirvana, I think you found it with your generous checkpoints! In the post-patch update I have, I have placed some checkpoints that make the experience a lot more accessible, but still tough. Thank you for taking the time to play my entry! :)
I knew that as soon as the first line was "the most popular casino in the whole Vegas" with no punctuation that I was going to have to play through this whole story LOL. I had a lot of fun with this one. Usually, I don't like visual novel games, but this one not taking itself as seriously kept me drawn to it.
A specific kind of dark comedy that has me slapping my knee is when people are egging on somebody with an addiction with the worst logic, so that whole sequence with the yesman encouragement gave me a good chuckle.
I loved all of the artwork because it was so archaic. It fit the world nicely. Having all of the background characters be just grey blobs with faces, then having that kid they talk to also have that design was really funny.
The lack of punctuation throughout the whole story really adds to the immaculate vibes.
The priest was probably my favorite character, because he clearly knows he's doing wrong, but still doesn't fully admit it to himself by saying things like "Hardly a holy activity".
The music was fantastic, too! Hats off to the composer, the casino theme was easily my favorite.
Overall a wacky and fun entry. Great stuff!
Saying somebody made olive green adjacent colors work is the biggest compliment one can receive LOL thank you! Also, a musical compliment from y'all means a lot, I absolutely adored the music in Inferior Design! I had that counting on my fingers moment where I went "WAIT THIS ISN'T 3/4???" That theme has been stuck in my head all day lol. I appreciate your comment; kudos to you as well (secretly I hope y'all win)
Heya! I just played your game!
I like having to manipulate your placement to account for the involuntary movement of your snail! I think that fits the theme very well :)
The different bomb types were introduced at a good pace, I could see what purpose each level served in showcasing those mechanics!
As for a few nitpicks:
Whenever I fell off the side because I failed the level, it didn't restart, like how hitting the spike resets the level. So I had to keep closing and opening the game, which was a little inconvenient. I think you could circumvent this by placing spikes below your levels so the snail isn't just falling forever.
I also think that there should be a way to exit to the title screen, or at least close the game without having to do it manually.
I also wish that I got to see more of the potential puzzles that can be made from these different bomb types (specifically the one that blows up every 4 moves instead of 8), but it's understandable that you don't have all of the time in the world during these jams.
I'm sorry not a lot of people are rating your game. I learned during this game jam too that people seldom download exes if they can just play another game straight from the browser. It's not fair, but it's how it goes; you gotta take the html pill lol. Glad you threw your hat into the ring, regardless. Happy jamming!
This was such a fun short experience! There is charm in just about everything: the dialogue options, the random inconveniences, the Duolingo LOL. I don't have any complaints; it was just really fun. It was interesting seeing all of the different dialogue options for each ending.
The music you chose really adds to the quirky nature of what's happening. It's definitely a scramble to make sure you don't game over, and the music lends itself to being both cheery and intense!
There were no bugs I experienced; everything was polished from my perspective.
The double meaning of unstable is so good! I didn't even pick up on it until I read your description. It fits the theme perfectly!
This entry sets out to do exactly what it needs to. Fantastic stuff! :)
Hi! This game was a lot of unadulterated fun! It really challenged me during levels 1 and 3.
First off, the art style is awesome. The black-and-white contrast really makes your game stand out, and the enemy designs being pure white helps distinguish them from the background.
And holy moly, the music is genuinely SO GOOD; every level having its own track really helped to vary them. That final boss song is so fire it's insane.
A few nitpicks I have: I noticed that you can exhaust your zoom, but the recharge bar for whether you've been exhausted or not looks the same. I'd maybe try putting a red tint on the stamina wheel if you can't zoom in while its recharging or something!
I think this game would have definitely benefited from an FOV slider. I felt a lot of the time that I had tunnel vision, and was running into things I wasn't reacting to.
For the pumpkin enemy, I felt that their card wasn't as useful in combat. During level 3, if I ever had one in my hand, I found myself using it just to get rid of it. I don't think what it does is bad, though. I think there just needs to be something else to help it not be a primarily platforming item. Like maybe you can dash through enemies to kill them? Or maybe it has some healing functionality?
Also, the final boss IS cheese-able. If you enter the hitbox to trigger the health bar and then go back to where you initially spawned, no enemies will spawn and the boss' projectiles don't actually aim directly at you, so you don't have to worry about them if you stand still. I think the simple fix is to just lock the player in the arena, or even remove the ground behind you once you enter it.
Btw, that boss is so sick! Seeing that model hanging in the sky is so intimidating. And their projectiles that rain down on you that you have to shoot were so freaky; I felt like I was playing a final boss in Call of Duty Zombies!
The 2nd and 3rd levels felt vastly different from the 1st; the first level introduces a mechanic like wall jumping, and it doesn't pop up again. I think having some verticality in the last 2 levels would have helped keep the consistency of it being a platforming shooter game.
Regardless, I really enjoyed my time with this entry. Great stuff!
Hey! I played through both levels, and I really liked them! I've never played a game with these mechanics before, so it took a while for me to understand the best angles and how long to hold to bounce. But once you understand the movement, it becomes really satisfying to pull off.
I think the one thing I kept thinking about that I wanted to see from this project was a visual indicator of how far you will jump. Perhaps the orb you sit on squashing down further and further? Or particles that shoot out of the orb? Otherwise, I think the feedback was very nice. I like how the player character slightly lunges off of the ball when they bounce up. And the particle trail behind the orb gives the bounce physicality.
Adding audio to this project will help tie this experience together, so I'm glad you plan on doing so!
Overall a very fun entry. I could see this being part of some rage game; having the theme of mentally and physically stabilizing yourself with the potential to fall down gives me massive "Getting Over It" vibes. Great stuff!
Hey! So I played your game for a good while. I had a lot of unstable fun with this one.
There were a lot of little mechanics that I appreciated when trying to balance the pulleys. For example, the player's weight taking into account how many boxes you are carrying. It really helps when you've majorly screwed up, cause you can jump to one pulley, grab a few boxes off of there, and jump back to stand on the other to stop the acceleration! And the player having the weight of 3 boxes feels just right when trying to balance.
In terms of the controls, I had a lot of trouble adapting to the dash mechanics. Because you can only dash in a direction you weren't already moving when you jumped, I would often be trying to dash to the right and end up accidentally jumping to the right instead. The only dash pattern I could really get used to was to jump in one direction, dash up, and then dash in the direction I wanted. I feel like the dash could have been a little more intuitive. Otherwise, everything else about moving around felt nice and responsive :)
Having the drop mechanic be on the mouse is not necessarily bad, but I would have appreciated a single button for it on the keyboard. This project would benefit from not having to use a hand just for clicking, in my opinion.
I was only able to complete up to level 2, but I appreciated how each level deals with difficulty. Having the blocks start to drop onto the pulley itself is a great way to make the player focus on their reaction time!
The visuals look awesome, too! The player character walk cycle is so charming. Also, the screen wipe transition was a fun addition; it adds to the personality of the game quite well.
This project was really neat, and it deserves more recognition. Great stuff!
Well, this game definitely fits the jam theme :) it was a lot of fun! My personal best was having 3 babies at the end of round 3, everything after that I could not do any better despite how many times I tried. This game's physics really help add to it's unstable nature. It never really feels unfair, either, if you move your mouse in such a way that it hits the bomb babies just right, they go flying, and it's your fault :)
The sound effects are disturbing but well done. Listening to this with headphones was an experience LOL. And the locked pixel grid was a great style choice. This game definitely deserves the polish it has.
The only (potential) bug I ran into was the round not ending once all of the babies had exploded. I think a good way to get around this might be to have the "R" key restart the round as well! But otherwise, this was a solid experience. Especially for only having 2 days, which I saw you mentioned in the comments!
Also, I absolutely loved the philosophy button. It has no right to go that hard.
Great stuff!
Wow! You have no idea how much it means to me to have somebody complete level 5, that is just such an encouragement.
To address your point with the grapple sometimes not working, that will be fixed in the post-jam patch : )
Going between checkpoints is a great idea! It’s definitely unfair that if you missed one of the poops after reaching a checkpoint that it would gate you from going back and collecting it. I’m going to try to implement that before the patch releases.
For the exploding projectiles, I agree. It has been changed so the death rattle bullets now only last for a second and a half.
And yeah the zooming is kinda primitive, the player should be able to see more. A lot of these puzzles call for larger rooms because of how high Grapplo can jump, and how far they can extend their antennas. If you don’t know where you are falling to or where you plan to go, that’s frustrating. I’ll be changing the way the zoom works, so that it’s a toggle rather than holding down “E”. Since the player is already sitting still when zooming, using WASD will move the camera around :)
When I initially created these puzzles on graph paper, my assumption was that each level should increase in length, and I think the core of the problem is that I was equating difficulty and length. Sure, it might be a good idea to have each level get a BIT longer as you play them, but level 5 is practically twice as long as level 3 lol. So if I develop this game in the future (which I’m definitely considering, there are so many puzzle ideas I had that I didn’t get to implement) I’ll design the levels around their consistent length, rather than whatever ideas I come up with. The water mechanic was one of those things that opened Pandora's box for puzzles lol, so that on top of wanting to pull out all of the stops for the final level culminated in what you are describing.
I actually watched a friend play this game and they accidentally pressed esc to pause twice. It was VERY demoralizing. For the sake of the post-jam patch, I’m going to require that you hold down the button (similar to deltarune like you said!) and then in the future, I’ll figure out pause functionality.
YUP, the difficulty philosophy is a truth nuke lol. Designing a game by yourself can be quite desensitizing. Not getting anybody to test this before I put up the version that is up now is one of the many things I’m kicking myself for. Knowing all of the solutions to the puzzles, I can beat the game in like 10-15 minutes, and that was the perspective I was viewing the experience from. It heavily influenced the length of the levels and the checkpoint placements.
Hearing this feedback has been invaluable in helping me identify my thought processes, so truly, thank you so much!
If I ever do end up expanding this game into a full project, I made a youtube channel today that I’d potentially upload to (@ScrapboxGames). I can’t promise that I’ll have anything soon, though.
Also, I used GameMaker! :)
Okay, yeah this is the best one I’ve played for sure lol. Not just saying that, either. As a person who jumps so easily, I loved everything about this game. Not a single bug, just a smooth experience!
There’s something so charming about games that can slot their quirky writing and characters into the mechanics of their world so seamlessly. The stacking criteria is never just random for random sake. For example, Todd’s statue requirements reflect his ego. This game has an amazing balance when it comes to suspension of disbelief. The characters want their rooms organized in very unnatural ways that don’t make any sense. But at the same time, those characters have such personalities that the criteria reflect so well, so it just works. Easily my favorite bit was when Hilda asks us to “put everything out on the table”… it’s just so clever.
I appreciate that every client has something to add to the stacking. Mechanics like the flashlight and the fan keep the puzzles from becoming samey.
The music was fantastic! The main theme is so catchy, it perfectly captures that cozy elevator style. And the music serves two purposes for me. The feeling that something was wrong kept appearing and disappearing when I was playing. I would get so absorbed in the stacking physics and open-ended puzzle solving that the music would fit that vibe. Then, I would remember the nature of the game, and the music would all of the sudden evoke this uncanny experience. Also I can’t not mention the dynamic tracks. AND the phone call having the same theme. Awesome stuff.
The sound effects are so integral to the physics of this game. The different material sounds are so professional and satisfying. The velocity at which you move an object affecting the bumping is such a good decision, it really sells the weight of what you are grabbing.
When this game has scary elements, they really do hit. I was on edge for so long, that the anticipation was killing me! The ways it builds this tension are implicit but intentional. The countdown when you’re waiting for your criteria to be met always had me holding my breath. And stacking items with Spencer in the room raised my cortisol levels lol.
The final cutscene is just so cool, too. The way the lamp moves to illuminate the figure outside the window is just pure aura lol.
Y’all deserve more ratings and comments. This project is so thoughtful. It’s clear y’all have the communication necessary to get on the same wavelength and design something special :)
Frustrating fun is exactly what I’d put in the description as a quote LOL! Thank you!
Yeah, I was not able to foresee how often people got stumped by the diagonal wall grapple mechanic in level 3. In the patch of the game, there is a closer checkpoint, and if you die 3 times in the area where you are supposed to grapple to the diagonal wall, a hint appears on the wall :) y’alls feedback really helped me see that that was a necessary edition.
I spent like 3 days just doing the sound design and game feel, and I feel that was some of my best time spent, so thank you for the reassurance! Also, about wanting to see a playthrough, here ya go!
(Btw, this video is post-patch, so the puzzles have been cleaned up, and most of the feedback I’ve received has been visualized in the game. This version of the game will be uploaded after the game jam as a web game! There are time stamps if you only want to see level 3’s solution. Sorry for the low quality, I plan to go back and figure out why my editing software is doing that)
Again, thank you so much for playing my game, it really helps seeing these genuine critiques.
That is a huge compliment, genuinely thank you so much! The fact you played enough to almost get to level 4 means a lot to me. I assume most people stop before they finish level 2.
I appreciate your comments on the game feel and artstyle! So I actually took into account what you said about the screenshots not doing the game justice, because I 100% agreed with you subconsciously, and then I started to actually think about why. The screenshots were way too small, so you didn’t really get to see the pixel art in a crisp way. I’ve zoomed in on those screenshots so they are more visually coherent and don’t require an inspection to appreciate.
And that is such a compliment on the music! Toby Fox is my biggest inspiration musically, so to have my tracks be compared to that is very reassuring.
I do wish I had made some more variation in the tilesets as well, the color palette is kinda gross on its own (intentionally) so having more brick textures or background elements for some levels would have been best. I’ll consider adding them in a patch :)
Fun fact, the music was originally going to be more dynamic, and add more instruments based on what level you were on! I decided against it, because I didn’t think most people would be able to appreciate the music to its fullest extent. I could definitely see how the music as-is might result in driving somebody crazy lol. I think the track could have definitely benefitted from being longer, or the game could have had one or more songs added to the rotation.
Yeah, I agree with you on the 3rd level. I think there is a lot of visual clutter in the 2nd half of the 3rd level. I think the problem lies in the distance between checkpoints, so in the patch, I’ve made this level a lot more lenient, and cleaned up any walls that don’t serve an immediate function :)
I have taken the html pill for this game jam LOL, I should have just sacrificed one of my levels to be able to figure out the problems with my web build. I currently have a version of the game that seeks to work out your critiques, and it’s also built for the web! I should have done it sooner, and I’m paying the price for it. But these in-depth reviews help lift my spirits, so thank you again for giving my game your time.
Thank you for the kind words! I appreciate the in-depth and honest review.
I actually have an html build on my computer! Unfortunately, I have to wait for the jam to end so that I can upload it :/ but in the meantime, I’m still taking into account the people who HAVE played the game, their input is very valuable.
For the 3rd level, there is actually a diagonal wall you grapple onto. I had a friend play the game, and it took them a good four to five minutes to figure it out. In the patch I’m going to upload after the jam, I have it so if you die 3 times when trying to hit the first checkpoint, a hint appears on the wall that you are supposed to grapple to. I also removed one of the spikes so that it’s a little more open and obvious :)
For the rebound mechanic, I could see how it’s a bit of an unorthodox way to maneuver around, so I could probably be a bit more explicit in the “grapple downward, then jump” description. Maybe a visual indicator on the wall the instructions are spray painted on?
For the controls on the main menu, the pipe on the title screen has the controls, but I could see how somebody might miss that. I’ve changed it so that the controls fade in and out so they won’t be missed as part of the background. I also noticed that somebody forgot the controls when they went to the select a pipe menu, so I’ve put the control instructions in that room as well :)
Thank you so much for the compliments on the art and the music, it is definitely what I had the most fun doing, (besides making puzzles on graph paper and rotating them around while at work, looking a little chaotic lol) Thank you so much for playing!
I beat the boss on all the Knight, Archer, and Wizard!
You can't go wrong with a top-down bullet dodger. I love maneuvering around enemies and projectiles lol.
I understand that this game was only made in 5 days by one person, but the story of the game was something I want more of, because I like the idea of a glitchy space in a game that you go to when some weird disconnection shenanigans happen.
I really liked how you could tell your progression through the rounds based on the glitches in the floor, where the boss fight is completely covered. Very interesting way to go about it, rather than having a counter in the corner of the UI.
The glitchy effect was really jarring, but not necessarily in a negative way. I get this feeling of dread when I'm playing this game with nice melancholic music, and then the screen just freaks out and the audio gets all warbly.
I like the way the knight controls! It's a nice starting move set, and if you know what you are doing, you can dodge basically all of the enemies. The boss takes some getting used to, though!
The Archer and the Wizard were really difficult for me. The standing still mechanic is something I see working in abstract: You have to choose when to attack, otherwise you may get an enemy dashing into you or a projectile flying at you. To be honest, I think there are better ways to implement this design philosophy rather than stopping the player movement altogether. Like maybe they just slow their speed when charging an attack, so that they can still slightly maneuver around things, but still be prone to damage.
The upgrade system is cool, I found that going for damage was best for melee, and attack speed was best for ranged enemies.
Overall, I enjoyed it! Congrats on submitting this game in such a short period of time :)
Finally completed a run, and I gotta say this is very addicting! I loved trying to remember which particles I had already combined, and finding something new that absolutely boosts your score past the quota feels amazing.
The simplistic but clean and polished visual style really does work in favor of the game. I think if there was anything else going on, my brain would actually explode lol
Same exact logic applies to the audio. I do find the game over buzzing sound to be a bit loud, but otherwise all of the sound effects really add to the strange game juice experience.
This fits the jam theme perfectly. The stability of particles is a neat interpretation. Not gonna pretend that I completely understood the science behind most of everything, but its clear that the developer does, and that's what makes a fantastic theme. Great game!

Warning! This game has at least one bug.
GRAPPLO!
After staying up for more than 24 hours to meet the deadline, I'm glad to have finished my first solo game jam!
Even through the stress of glitches and time management, this Jam was a great experience!
(Figuring out diagonal swimming was a highlight for me)

GAMEPLAY
Use your antennas to stick to walls to flip your gravity!
- Too many spikes on the ground? Climb on the ceiling!
- Bounce pad too far? Scale the wall to reach it!
- Wall too vertical? Go diagonal!
Utilize your move-set to STABILIZE yourself!

WHAT TO EXPECT
There are 5 nasty levels waiting for you to complete.
Each level has its own secret collectible! Can you find them all?

This game is pretty dang hard.
It will involve a lot of trial and error, so I tried to be generous with the checkpoints.
After level 5, what's in store for Grapplo? Well, canonically, you should expect an irl visitor soon :)

If you have any questions, I'll do my best to answer them!
(All code, assets, music , and sounds were made during and for the Jam.)



