The Ectovus is checking for unoccupied spaces around it (and dislikes having too many of those).
In the specific level this leads to a somewhat unintuitive situation, where the left side does not allow both to satisfy their needs, in spite of looking more promissing.
PurpleSloth
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Really nice entry.
The game wasn't too difficult, but definitely fun to play. Figuring out synergetic playing card orders for the selected animals immediately put me back into a balatro headspace.
Execution wise the game feels very smooth, no hiccups, everything does what you expect it to do.
The absolute highlight is the card art. Love the creature design and the clean yet playful overall look.
There are quite a few entires that explore the "sokoban but weired movement/boxinteractions" genre, but this one does that really well. What convinced me was that the different box interactions were really cumbersome at first but quickly become intuitive. You can almost feel your brain setting up functions to think in terms of the introduced movement metrics, which is very satisfying.
The game profits especially from the undo mechanic as solutions often require measuring out a distance and being able to quickly try out a solution and then adjust it avoids a lot of potential frustration.
I like the initial concept of balancing the timing of when to place which seed where in order to juggle all sheeps.
There were a few UI and QoL aspects that could use some improvement (it felt unnecesarry that selecting the seed type is done via mouse and an undo button would have been handy).
I did not find a solution for level 3.
Very nice entry.
I really enjoyed the pixel art graphics, a very solid amount of levels for a jam, the different movement modes seemed a bit odd and clunky early on, but by the end I had gotten a very inuitive feel for the different movement metrics and what routes through the levels they allowed for, which was very satisfying.
Almost all other mechanics interacted with the core mechanic in interesting ways. I especially enjoyed the spider webs, as they served as both obstacles and helpful level elements.
Hey Rhys,
while a dedicated mobile version is not somethign we are currently looking at the web version can be played on mobile devices, thanks to the two button control setup:
use one finger to look around and 2 to move forwards.
Keep in mind that performance might not be ideal, depending on the hardware.
Hi,
we've gotten this question quite a few times. When creating the game we wanted to make it clear that the list of terms we presented was in no way exhaustive. One way of doing that was to leave out some terms that would have been good fits and masc ended up being one of those left out.
However given the amount of people that have been looking for a masc room and were curious what it would look like, we would probably include it if we ever went back and added further rooms. Its absence is in no way ment as an invalidation of masc identities.
For hitting Exit?
Good time! WR atm is currently at 28s 850ms
https://www.speedrun.com/de-DE/wyg?h=Exit&x=9kv3qjo2
Hey yeasstt,
thanks for the feedback.
Your observation regarding the lack of a masc room do make a fair point. At the time we felt that leaving out some of the terms people would immediately think of would make it clear that the list of terms covered in the game are necessarily incomplete. It is not intended to delegitimize trans men.
Hey that is an awesome offer!
If you are interested in working together to integrate a Spanish translation join our discord(https://discord.gg/BYWrpVjm9M) or write us a mail at info@purplesloth.studio and we'll figure out the details =)
cheers
radow
Well there is some trickery.
We spawn and despawn rooms out of the players view based on their position in relation to the room they are currently in and use portals that we project render textures onto in order to achieve some of the other effects.
In the queer tunnel the whole world truly turns around the tunnel axis thought =)
Oh wow, those are some nice times!
I'm not sure if we'll be able to turn this into a full game (even thought a lot of us were really hyped about trying to do exactly that), as we have just started working on a larger long-term project. But we have been and will continue to work towards releasing a postjam version of the game in the coming weeks.
Glad you enjoyed it this much =)
I like games that talk about game design. Especially in a game jam, where most people playing the game will likely also be game devs, that makes a lot of sense.
This is a nice implmentation of the "create the dungeon for the player" idea, that quite a few entries went with, but it goes further than most by asking the player to actually provide stat values for the foes and the twist of optimize the dungeon from a dev perspective works well.
10ish endings is quite ambitious for a jam game, especially a solo project.
Great entry, I hope you got some sleep after working on this for 44 hours straight!
Cheers.
Such a cute game!
Pulling off 2D in 3D can be tricky, but this game does it very well.
Gameplay side it's a very simple platformer. The movement feels pretty good, but there could have been a few more parkours. Is there a hidden fourth piece of bread for the fourth human btw? We thought there might be, but we couldnt find it.
The idea of playing as a duck that feeds bread to humans in the park is just adorable and the dedicated quack button makes it ever cuter. Great work.
The first round definitly was something. The moment you take off the bucket and realize what the game is... laughed quite a bit.
Trying to actually beat it on subsequent tries turned a bit tedious, but it's a memory game so fair is fair.
I really liked the store design and the preview of the items in the select screen, but the UI could use a bit of work as the text on the buttons was rather hard to read.
Fun entry, cheers!
Interesting idea. Our team was thinking about someing quite similar in our brain stroming session, so it's extra interesting to see the games of people who went with such a concept.
On my first try I came across a bug where I could just move the cube through all walls, but after reloading the game page everything worked as intended =)
The minimalist and clean presentation of the game works very well and the small accents such as the pulsating player cube and the audio make the game feel quite polished in this regard.
Gameplaywise I would have liked for the game to get progressively harder or have some other tangible goal, like a par value to go for.
The controls worked well and reaching the coin felt like a good amount of difficulty if it spawned on the other side of the map: not unfair, but challenging.
All in all a nice entry, cheers =)
I quite enjoyed this one. A unique idea that took me a good 10 tries to get. There is an exploration and an execution element to it, which I like.
The jumping could have felt a bit smoother. Especially with the darkness and when trying to look down in order to avoid looking at ones future self... past self? ... future selfes looking at the current self?
Ideally I would have liked it if strategic choices such as strategic stalling would have been more relevant. But at least for the last section strategic routing worked really well and the rest was timing the path back right, which was quite exhilarating.
Nice work altogether, very fun =)














