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Glad to report that we're fixing that post-jam; I'm going to put proper effect descriptions in the first level where a mechanic is introduced, and there's supposed to be a whole other icon for most of them that helps illustrate better (it...didn't show up due to a surprise bug I didn't notice I'd introduced with a late change). Dunno how many people will come back to have another look, but it can't hurt.

I forgot to enable window scaling AGAIN after messing that up for sunflower maintenance; it's like a flag in the godot editor or something, super easy. I told myself I'd do it next time after sunflower maintenance, but whoops :v

Lotta stuff that just slips through during game jams, I suppose. Also got a few more levels planned (they're super easy to make), and something of a change to the RNG so it can't give you long runs without a specific tile. It probably helps that I don't really play this sort of tile-matcher either; this is also why each level unlocks two more, so you can just skip over stuff you can't/don't want to bash your head against.