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Zekko

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A member registered Jan 15, 2024 · View creator page →

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Super useful, intuitive, and fun to play with! I learned some cools tricks I didn't know you could do with tweens.

Very creative! Good level design, and very polished presentation.

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.

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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!

Honestly not sure what the idea is here. The visuals are mesmerizing, but what's the goal? There doesn't seem to be any rhyme or reason to the timing of the blocks, and hitting or missing them doesn't appear to have any consequences.

Solid entry! The puzzles are presented nicely and are a nice challenge. I like the narrative of preparing for a theater performance, though I'm not entirely sure what the link with the gears and the jam theme is.

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.

Solid entry! The effects are minimal but perfect tuned, it's very satisfying to get a good chain going. I wish it was a little easier to control, feels a bit too random for my taste.

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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.

So creative! Incredible technical achievement making the perspective shifts work and all the mechanics that go along with it. Love the humor, too. One of the most memorable games of the jam.

Amazingly simple yet engaging and satisfying mechanic! Well done!

Thanks so much! I really enjoyed your game too, so that means a lot :)

Very satisfying! The flinging controls feel great together with the visual and audio effects. I played for longer than I'd have guessed. I wonder how much further you could take this.

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Thanks for the very kind words! That means a lot coming from someone whose puzzle games I very much enjoy and respect.

Totally agree on mapping Z to undo. I played another jam game that did that and facepalmed myself for not doing the same.

Such a creative idea! Took me a second to understand I had to type in each street name along the route, but once I got it the whole game flowed nicely. Typing can be such a satisfying mechanic! I'd like to see what this game can turn into with more time.

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).

Thanks! Yeah, level selection was next on my to-do list, but I didn't get it done in time.

I'm glad you like the cheeky name gag. That was more of a happy accident; I couldn't think of a good name, then I noticed the blocks sort-of spell out a word and I thought "that'll do"!

Just tried in Chromium and it's better there, it only glitches a little while I move the camera. I wouldn't worry about it too much, it's probably only an issue in Linux.

Very polished! I had fun all the way through to the end. It took me a few battles before I understood the blue guys start off as allies and you have to kill them before the enemies, but once I got the gag it made me chuckle and I enjoyed the game even more. Top notch voice acting!

Nice cozy game with light puzzle mechanics. The art and audio are really well done, the way tiles are revealed is very satisfying. Sadly, I got stuck on my first attempt and didn't know how I could have done it more efficiently. Are some maps just unsolvable?

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.

Interesting Sokoban-like. The puzzles are cleverly designed - a bit too clever for me. I got stuck on the third level. I actually found a solution, but the door didn't open, so I guess it wasn't the right one.

Thanks! That means a lot coming from a puzzle game veteran like you. Besides smoothness, it can be hard to balance the difficulty curve so it appeals to casual and veteran players alike.

I enjoyed myself! I like the puzzle concept of solving levels with the least number of beats, and the different specials bullets make the challenge more interesting. That said, I think the mechanic would work better on smaller levels.

I'm so glad you enjoyed it! Getting "Aha!" moments is what good puzzle games are all about imo, so that's an amazing complement!

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!

Wow, thanks! I'm happy you mentioned the U and R coming up. That was a last-minute change I did after a friend playtested the game and immediately forgot what the buttons were (originally they were shown only once in the tutorial levels) 😅

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.

Wow, absolutely insane praise! Thank you so, so much. I'd be honored if my game makes it into GMTK's video, but honestly I'm already blown away by all the positive comments. For me, that's the real signal I've made something people really like.

Thank you! I'm glad it all worked well together for you :)

Thanks! It's a wonderful compliment to say you'd like it as more than just a jam game. I'm definitely considering turning it into a full game.

I don't think I've ever seen the words "turbo cute" together 😂 Thanks!

Thank you! I'm so pleased the pacing is being well received.

Thanks! It's a good thing, too, because I'm lousy at drawing haha. Necessity is the mother of invention, as they say.

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A masterclass in puzzle level design! I thoroughly enjoyed solving each one. I hope you keep making games like this.