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Shadow9876

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A member registered Jul 06, 2022 · View creator page →

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Thanks for playing! :)

Nope, the ship menu thing was not part of the puzzle. I might just have designed it poorly, especially for mobile.

It's a very well-polished little puzzle game, and it's pretty fun to play overall.

I had some troubles comprehending connections going through other connections (after leaving portals), and don't even know whether it was intended at all. Also, I think the timer (apart from the last level) is just annoying and doesn't add any sense of real challenge (unlike the last level which I interpret is about discovering the solution and executing it flawlessly) as the player will either discover the solution on their first try,  or eventually stumble onto it, and then the timer is generally just too generous.

Further it might just have been my sloppy controls, but undoing lines was just way too hard for me to the point that restarting the whole level became easier. Even further, sometimes selection would not work, and I'd have to click again to start a line.

Overall, it was a pretty fun experience despite the minor hiccups.

Thanks for playing! :)

Nope, you didn't miss anything. Honestly that was a pretty big oversight on my part. Sorry 'bout that

Well... I have to say- This is the peak of toilet humour! :D

(I'll see myself out)

I think pawns might be a bit overpowered... :O

Oh my dog! This is amazing! :D Look at the tiny snails!

I could see a little improvement with the hint mechanics, I think a little highlight would help (though it might defeat the purpose of finding little critters in the wild)... Regardless, great work! It's such a cosy game! :)

It's a pretty satisfying game, I have to say.

I don't know whether it was intended, but after some upgrades you just turn into an unstoppable slaughterhouse, never to lose health, or ammo, or even turns. Had a lot of fun though! :)

I never played Go before, but the game's explanation made up for it.

I loved the characters, and the overall theme, it's pretty well-polished. My only regret is, I finished the game without seeing what happens when the counter reaches zero. I might've been just lucky, or the game is not that hard. Anyways, I enjoyed the show, and would come back if there was more. :)

This is such a cozy game! :D

On another note, I first thought the 5th and 6th sheep levels were bugged, I think "sheep addition" was not clearly telegraphed enough.

Thanks. :)

Somehow I completely missed that (even though I put a move counter there) :(

A really surrealistic game. It makes you feel lonely, yet yearning for something.

It's a pretty unique game. The art is just delightfully stylised, and the simple concept of shooting baddies inside the text area becomes surprisingly complex and difficult.

I like this game. :) My fingies don't. :(

It's a pretty interesting game. I adore the art style so very much! :3

Also I got stuck on level 10, so maybe the levels are not balanced that well in terms of difficulty... so cats!

The art style is gorgeous! It feels and plays like a demo to a game which took years to make.

I got stuck for a bit at the end, because it was unclear how to kill the boss... regardless, fun game, nice music, good art.

Thanks, I'll keep that in mind. :)

Also the /4 was intended for any other "deck" (or collection of operations) than the [-1, /2] "group", as I noticed it came up quite often in factorisation, but duly noted, said group is indeed overpowered as heck.

Pretty fun game, the sound design makes it way funnier than it has any right to be. :)

I might be a bit of a casual player, so I couldn't beat it. The green circle of death would whittle my precious time, and my opponent would usually solve things in 2-3 seconds. Anyways... the predict the next one in the sequence was a bit confusing, the circle could - for instance - save the progress one makes (if the player got one right, they could just get 2 little bars in the retry and so on), and as suggested before the opponent could get the same game, so it could be more fair. Also the largest to smallest sequence takes too much time considering the other minigames.

Regardless the art is pretty nice and the visuals are clear.

Thanks for the feedback! :)

I thought timers would make spamming repeated operators (and thus optimising the fun out of the game) just fail outright... Well, that certainly did not happen. Thanks for the suggestion on having a limited number of clicks (or moves) for those levels, it's way better than mine, I'm a bit jealous that I did not come up with that myself.

I don't really know how to address rotate/invert/mod operators at the moment. I could always add a little tooltip that explains what these do... anyways thanks again, and I'll see what I can do with this game post jam.

Dear Game Off 2025 Organisers,

I am writing because - as I interpret it - the goal of this jam is to encourage people to share the source code to their games and/or incentivise collaboration via open source game development.

As I see it, GitHub does not have developers' (and thus game creators') best interests in mind, yet it is the most prevalent source hosting site in the world. If you think about alternatives at most you could only to name GitLab (if you did not look into this field previously). Why would this lack of known competitors be bad? Well... monopoly over a particular midget of life enables companies (such as Microsoft) to effectively control that slice of reality and do with it whatever they please. This could range from adding a subscription, to scraping everything and feeding it to AI without consent, or even rendering their product entirely unusable.

All that is to say, my question would be, "are participants allowed to use any source hosting site besides GitHub, such as GitLab, Codeberg or Gitea?".

Sorry for wasting your time,

Yours sincerely,
Shadow