Super useful, intuitive, and fun to play with! I learned some cools tricks I didn't know you could do with tweens.
Zekko
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I want to like this. The idea is very creative and has potential, but the mechanics are just not clicking for me. Even with hints, I only managed to solve a few, and really only by brute forcing options. I can see the intention behind some levels, but only in hindsight. Reminds me of nonsensical inventory puzzles in old point-and-click games.
Just wanted to say this is the only game in the jam I came back to play more of. The pressure of typing accurately while keeping an eye on the map and mentally planning out where to send vehicles next - it all works so well together! I really hope you develop this into a full game, you can be sure of my wishlist!
Very creative mechanic that's surprisingly deep! It took me a good few games before I got a grip on the rules, but I was intrigued enough to persevere and eventually beat the AI (though not without many undos). Desperately needs a tutorial, but very cool idea! Love the aesthetic of the bottle caps and beers, makes it feel more casual and low stress even though it's very hard to beat the AI. Great work! I'll remember this one for sure.
Very creative puzzle mechanic I like a lot! Like others, I got frustrated because it's hard to see what number each digit is on. Something like a highlight on hover would make all the difference.
I feel like the first few levels could introduce the concepts a bit more gradually to make sure the player understands the rules before introducing real puzzles. Level one took me over a minute because my first thought was to select an 8 (each dot having its own zone is the most intuitive solution to me), but that wasn't an option. Similarly, in level 3 you introduce "Each zone must contain an equal number of dots", which got me stuck for a while too because the obvious example to me would be two zones with equal dots. The solution of one zone containing all dots feels like a next step to me, worthy of its own level.
But the fact I'm thinking this much about it means you've found a really neat puzzle mechanic! I'd love to see it developed further.
The amazing art comes together beautifully with the music and sound effects to create an evocative nostalgic experience. I felt more invested in those little drops than I expected; I literally cheered when my chosen drop made an unexpected comeback and won! That said, I wish there was a bit more to it, either more mechanics to interact with or more of a story. You've nailed the atmosphere, and the droplet simulation is bang on, but I feel more like a spectator than a participant.
Solid take on the rewind mechanic, great idea to combine it with the momentum preservation. That said, I got frustrated with the precision platforming. It was fun to figure out the puzzles, but most of my time was spent retrying over and over until I got the timing just got, which I personally don't enjoy. Maybe people who like speedrunning do.
While I like the art style, I honestly didn't enjoy myself very much. I'm personally not a big fan of these kinds of puzzles in the first place, and the timer adds pressure that feels at odds with the mechanic and overall vibe.
The mechanics themselves would really benefit from a way to undo or remove wires. Resetting the whole level because I made one mistake was frustrating, especially since this kind of puzzles involves a lot of trial and error. I ended up solving most of the puzzles in my head before laying down the answer, which felt tedious. I was fighting the controls more than the puzzles.
Creative! I like the idea of reading the hiker's thoughts to figure out where they are, makes it feel more real.
Like other have said, it's way too easy as it is (I ran into a bug where the helicopter "found the hiker" even though it was nowhere near it on the map), but I think the concept has merit. I'd like to see how it plays with a bigger map, some more landmarks, a variety of searching units each with their own specialty (like helicopters are fast but can't see through the tree cover, so you'd use it to rule out large open areas or something).
Really enjoyed this! I'm a sucker for narrative deduction games like The Case of the Golden Idol. The art style really suits the classic 'murder at a mansion dinner party' setting.
It took me a while to notice people had letters on them I had to click. Once I had those, solving the case was really easy. Like others have said, you can easily brute force it because it tells you if each new word is correct or not. I'd suggest locking it in only when at least three entries are right, or give vague hints such as "2 answers are incorrect" like The Case of the Golden Idol does.
A valiant effort for only 4 days! Definitely unique in all the jam games I've played. I'm glad someone made a game like this.
Fun and polished take on the Balatro formula. It's hard to keep track of all the upgrades, so I ended up just flicking cards in order hoping to get lucky. That said, the animations, sound effects, and music are so satisfying that I wound up playing for longer than I'd expected. Very well put together!
Really fun game! Easy to learn, hard to master in the best way. It's satisfying to find and set up long chains. The artifacts and items are creative and add a whole extra layer of strategy that lifts this to a deeply engaging game. One of the best games I've played in this jam, no doubt. Great work!
Thank you so much! It makes me feel good to know I've helped you destress after a long day, even if just a little.
I've noticed many of the jam games I've played are themed around a clock running out, which makes sense given the theme, but it becomes draining to play many in a row. I'm glad I went with a relaxing vibe.
Thanks so much for the kind words!
Designing levels is actually much easier than solving them ;) I just stamp the shapes on with addition in any way I like, it's up to the player to subtract them again. It's thanks to the design of the shapes and the fact that subtraction is commutative (order of operations doesn't matter) that naturally leads to multiple possible solutions.
I did try to create interesting levels, not just random ones. I've found the truly randomly generated Unlimited mode to be much more difficult than the hand-designed levels.


