Great game! It looks impressive and plays nicely. But I felt that Level 6 is more about luck. It’s too easy to dig yourself into a spot you can’t escape from. Also, I don’t get what triggers regular blocks to fall. Lastly, some fitting background music would really elevate the experience.
IRUSlanI
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Thank you!
I assume the screenshot refers to the part where the player needs to jump from one black platform to another black platform above. When I was testing the game, I intuitively figured out that you could pass it by pressing jump and the color-switch button simultaneously, and then pressing the color-switch button again after reaching the top. So, to me, this section felt straightforward.
Unfortunately, I didn’t have the chance to conduct proper playtests to observe how others play and realize that this could be a point of confusion.
Apologies if my feedback came off too harsh. I think I understand what this game is trying to be, but I see a fundamental issue in its execution. To not succeed, you’d have to intentionally try to do everything wrong. If you’re moving even vaguely in the right direction, the game instantly turns into numbers growing on autopilot.
I believe the game needs some balance tweaks to increase the challenge. The player should have to think carefully about their next move to succeed, rather than feeling like a passive observer.
I liked this creepy story and its atmosphere. The music also works perfectly for the vibe. But to me, the whole part with the ghost flying back and forth, trying to create gameplay, feels unnecessary. You just end up hustling this ghost through a maze, thinking, “When will this tedious chore end so the next story slide appears?” I believe this game should have been a full-fledged visual novel. That’s where it would truly shine.
An absolutely fantastic game! My first impression wasn’t great, but I kept playing. First, I was surprised by the procedural sand destruction. Then, I was delighted by the water animation. I’m running, jumping, collecting some unclear notes, starting to lose interest… and then I actually read one of them… and oh, how much I had missed! I had missed so many mechanics!
I really loved the game’s systemic nature. The mechanics interact with each other beautifully. And thanks to these mechanics, the gameplay is excellent. It’s not mindless — it’s the kind that makes you think, remember, and analyze.
Special praise goes to the music and sound! The music is simply wonderful. And the sounds… I don’t know if it happened accidentally or by design, but the sounds blend perfectly with the music! And not just harmonically. While jumping around the level yet again, I suddenly realized that the jump sounds land exactly on the beat of the music!
The graphics seemed unremarkable at first, but after playing more, I understood that these are exactly the graphics this game should have. They suit it perfectly.
So yeah, I think I liked the game ;-)
The graphics and sound in the game are quite good, but the game struggles in other areas.
First, the game has issues with window sizing. For some reason, the web version opens in a perfectly inconvenient window — just the right size to trigger scroll bars that only scroll about a dozen pixels. The Windows build doesn’t have this problem, of course, but the window size can’t be changed either. As a result, on my 4K monitor, it’s a tiny window taking up only about 1/9 of the screen.
But the main issue is the gameplay. There essentially isn’t any. You click a couple of buttons, and suddenly you have a swarm of jellyfish digging up plankton, a whole alley of diners, 4050 on the food counter — and it just keeps growing. It’s basically an idle game that plays itself.
I liked it! I had absolutely no idea what I was doing or why, but I enjoyed it. It’s kind of like ETS2 — you just sit there, zone out on the road, and it feels good. Visually, the game is also very well done. The sound, while not quite as stellar as the graphics, is still solid. All in all, great work!
I don’t like timed games. I don’t like when I have to do something not as well as possible, but just faster. But if I put that aside—this game is very well made. The graphics aren’t the best in the world, but they’re a solid. The music is absolutely gorgeous. The level design is pleasant. The only thing I didn’t like is that with some chance, upon completing a level, you get sent to an exactly identical one. That’s frustrating.
Thank you!
I have an idea to buffer the color-switch input and only apply it when the player’s collider isn’t touching an obstacle. I’ll need to test this, though — I’m worried it might introduce some very unpleasant input lag. Also, I’ll probably need to add a separate, smaller collider specifically for this check.
A very good game! The core mechanic is quite interesting, forcing you to learn how to use physics to deliver the character to the target. The graphics and sound are also great. However, I found the controls to be very uncomfortable.
In my opinion, using the UP key for jumping is a major faux pas. I also don’t understand why mouse buttons are used in the controls when there’s no cursor involved.
I believe the optimal control scheme would be something along these lines: remove jump action as unnecessary; hold SPACE to attach to the nearest point; use W and S to adjust the rope length; use A and D to swing while roped; and use SHIFT for a powerful jump while attached. With such a setup, the controls would become much simpler and more intuitive, in my view.
I don’t get it. Every time I dive below (let’s say) the very first bar, I simply can’t get back up due to lack of air. The air depletes fast enough as it is, but when you start ascending, it runs out insanely quickly. You have a maximum of 5 seconds of ascent time. Or about 16 seconds just being in the water. A quick dive down to the first bar and back up to the ship consumes 75% of the air. How are you supposed to loot anything and return in that time? And when the air runs out, it beeps in such an annoying way, as if mocking me for being about to die without being able to do anything, because there’s simply no air left. I even thought it might be some strange bug in the web build, so I downloaded the Windows build… and didn’t notice any changes. Or maybe there’s some way to replenish air? I honestly looked for it! But couldn’t find anything…
Interesting game. I wouldn’t call it dynamic in any way; it’s more meditative. The visuals and sound are also very good. However, something very strange is happening with the ambient track. It keeps cutting out for a few seconds, only to come back again. And this happens over and over. Perhaps the track that was meant to be looped contains a few seconds of silence at the end. But overall: Great job!
This game is quite strange. I’m not a big fan of minigames in general, but the ones here are pretty decent, sometimes giving off a WarioWare vibe. The music in them is good too.
However, I really don’t understand the whole part with the weird platformer that has glitchy physics and broken animations. I feel like this part only detracts from the experience, and it would be much better if it were just a simple menu for selecting the minigames.
Solid game. Visually, it reminded me of VVVVVV. But I think it could be significantly better with a couple of tweaks.
First, if I understood correctly, the game generates traps randomly. It would be much better to use hand-crafted rooms designed entirely by a person, with some intentional design behind them. The current random trap placement can look absurd at times.
I’d also suggest working on the hitboxes a bit. I think the spike hitboxes should be reduced in size so that the player could, for example, run off a ledge that has spikes on the vertical wall below.
The flame traps also need refinement. They just kill you instantly, without any warning. I think there should be some kind of telegraph — a warning that the flame is about to appear, so the player is alerted beforehand. I think a similar mechanic was used in the NES game Tom and Jerry.
I liked how the game was implemented, but I don’t think the concept is interesting enough. It feels shallow to me. The game already has literally everything I could imagine for this type of game, yet the gameplay loop itself lacks depth.
It occasionally feels too random. For example, I had a run where I found three chests almost stacked on top of each other right after diving down, and then another three chests clustered together just half a screen away.
Finally, going back to the core concept, it just isn’t that fun to play. It feels like you’re a warehouse worker: a truck pulls up, they say “Load this pile o’ crates into that truck, when you’re done, you get ten bucks” — and you just do the chore.
I like it! Despite the simplicity of the mechanics, the game is incredibly addictive. I think this would make a fantastic time-killer if you expanded it a bit. For example, it feels like it’s crying out for a movement speed upgrade, because by the end of a level you spend more time just moving around than actually digging. Then you could add different block types, transitions between levels, and so on.
The only thing I didn’t like was the sprite for the danger entity that chases the player. It looks so crude that it’s not even clear what it’s supposed to be. It might as well just be a white rectangle with “!!DANGER!!” written on it.
A very good game! But judging by the other comments (which don’t mention any issues), I must be extremely unlucky. I kept encountering a strange bug where one of the geese would get stuck, often on completely flat ground. The goose couldn’t jump or move in any direction. Sometimes, every available goose would get stuck like this. Because of this incredibly frustrating issue, I couldn’t fully enjoy all the levels of this otherwise great game.
Thanks!
I just hope I didn’t overdo it with this gotchas. I didn’t want the game to feel like IWBTG and provoke those “How was I supposed to know that?!” or “This game is just mocking me!” moments. My goal was for players, upon failing, to understand that they could have succeeded — they just needed to be more observant or execute their moves with more precision.
The art in this game is absolutely magnificent. It’s so splendidly 1-bit that I was about to write that “everything’s great, but it seems there’s a bit more color than two.” However, when I took a screenshot and zoomed in, I realized I was completely fooled by the dithering.
Gameplay-wise, it’s also quite interesting — a proper diving simulator of sorts! The mechanic seems very simple on the surface but has surprising depth. A classic case of “easy to learn, hard to master.”
Just a couple of minor notes:
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The font really clashes with the overall style of the game. It appears to be a standard vector font with a shader to make it look 1-bit, whereas I’d love to see a true 1-bit pixel font.
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The checkered pattern background in the menus and buttons is absolutely eye-searing! %-)
The core idea seems good, but the execution lacks polish:
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The jump is tiny and unresponsive: there’s no coyote time, no input buffering, and not even variable jump height.
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The levels feel hastily thrown together. The idea is there, but the maps are full of Swiss-cheese holes. While the player can’t (seem to) fall through them, your attacks constantly go straight into the void. Also, in one section, the player is forced to blindly jump down off-screen to a platform below.
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The weapons need refinement. The Pinwheel doesn’t deal damage while spinning, and if you attack point-blank, it phases right through enemies without hitting them. The shield seems simply useless.
I’m really frustrated. I don’t think I understood anything in this game. You control a plane that sort of jitters under the cursor. You shoot balls that are roughly the size of your plane. You’re being chased by similar-looking balls, but they don’t explode on contact—instead, they just constantly bump into you, dealing damage. And sometimes these balls suddenly scatter all over the screen.
From what I could tell, my attempts to shoot at these chasing balls did nothing, and they seemed invulnerable. Every now and then, you run into something that looks like an actual enemy, but as soon as you try to wrestle with the odd controls and shoot at it, the whole train of balls trailing behind you crashes into it, and it’s gone.
Then, from time to time, a huge “OUT OF BOUNDS!” message covers most of the screen. But you can’t see any actual boundary or any arrow pointing you toward the play area. All you can do is spiral around, hoping to stumble back into it, while wondering why such a boundary even exists in this game.
This has been the most confusing experience I’ve had in this game jam so far. I still can’t tell: is something broken in the mechanics? Were crucial instructions missing? Or am I just dumb and missing something obvious?
