Clever puzzles; I wonder how a full version might have more ideas, and how I will get stuck in the simplest of them lol.
Only got one star; had no clue how to get the others, will revisit later for sure.
Came for the art style, stayed for the hectic culinary chaos.
I will say, it took me a while to figure out that the broth was already an ingredient; I thought I was missing some step in the preparation.
I think a bit more urgency would be great, like a penalty or similar for failing someone's recipe; where it stands, I could ignore part of the recipes. An indicator of what ingredient is in what receptacle would be a nice addition as well (tho I liked that I could empty them by double-clicking, props to that!)
I liked that I started learning to cook certain recipes by heart.
Also, found it a bit funny how you can empty the trash, with the items getting sent up top.
As a final thought, I can't emphasize enough how amazing the art is.
I'm not smarter than a monkey...
This might be one of my favorite games from this jam? The simplicity of the idea, the atmosphere, the competition between monkeys (tbh I was sold on the "ten primates in a deathmatch" tagline)
My only complaint is that monkey arm sometimes obscured the screen, but in the end it seems to enhance the game somehow lol.
As a bullet hell enjoyer, I had to play this one.
The core idea is very neat. The rewind patterns were not the same as the foward one to dodge, so it seems like 12 levels.
The ship feels a bit floaty; a sharper movement could enhance the gameplay. I also would love a boss selection, but I get why it might not be there.
Great idea overall! The hand-drawn art is very pretty.
Found the rhythm aspect a little off-beat, unfortunately (it seems like I had to hit on the off-beat of the dancing song).
The overarching theme could be a bit more present; the 20-second life makes the gameplay a bit frantic, so it's hard to notice it.
Some great puzzles here! Just when I thought I was getting comfortable, the game threw me a curveball (the first lake freezing puzzle, methinks, with around 65 or so restarts). I plan to complete the game later to see how else you can challenge me.
Nice work on the art and OST; very suitable for spending many minutes on a single puzzle.
I thought the hitbox for getting the actions could be a speck larger; sometimes it felt like I should have gotten the item (the tip of the hat seemed to brush against it).
My cs/math brain really liked this! Simple enough rules that can make absolutely head-scratching puzzles. Lenient enough that one can mess around, but still having to understand the synchro aspect.
Felt really proud of myself when I noticed, for a pair of clocks, alternate holding them to run the counter twice as long (until it reached zero).
Really nice idea with lots of potential!
Great platformer, had fun trying to beat it (2m22s with some stumbles, def. will try to get a better time later). The visuals are simple but tight: nothing seems out of place.
Had some earlier deaths due to slipping from moving platforms, but got the hang of it really quickly.
Overall, really tight controls!
The artwork in this game is wonderful (especially the gameover news photo).
I found the roaming neighbors a bit inconsequential (tho I got jumpscared one time); I could run away from them, and when I fell asleep mid-run, they also stopped. Really didn't feel the need to be sneaky to reach the target.
Btw, great choice of having the playable character ragdoll when falling asleep.
I liked the look/concept and wanted to try it, but I had trouble figuring out the main gameplay loop.
I wasn’t sure what my goal was or what feedback meant success. A short “goals” and how to achieve them note on the page or first screen would help a lot.
The intro cutscenes were beautiful and funny!