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(1 edit) (+4)

I like this puzzle format, it feels very extendable. If you wanted to, you could even have levels where the buttons mean different things eventually.

The level select is appreciated… I’ve had a busy mid-week, so I had to play these in the train to/from work, and today I could just continue where I left off.

The only things bothering me a bit about this are:

  • when climbing up the stairs, you fall back a bit at the end, making it annoying sometimes to actually get off of the ladder
  • restarting when you’re just a pixel too much to the left/right feels like an unearned failure mode (the best would be to have a ‘rewind’ feature … but that can be a tall order for a jam!)
  • on a more conceptual level; I feel the crank is now just used as another button – although the ‘dropping the button’ animation makes up for that ;-)

Otherwise, this is something that feels polished (like most of the things I played this time around are … maybe just a fluke, since I’ve played about 1/3rd of the games now, but otherwise surprised by the quality of all games), and while I’ve seen similar things, I’d not encountered this exact design before.

Music is also good, which is always a plus.

Hm, and the interpretation of the theme is also on point. (Also like a lot of the other entries, very good jam so far!)

P.S. I made a build with windows, so you should be able to play it in the sim. I’ll post a link to the 2 of you that where asking as soon as I’m done with at least a few more of these review writeups.

(2 edits) (+2)

Great Review! I will definitely consider this feedback

For the thing where buttons mean different things, thats one of the ideas I had early on when we started the project, with being able to apply modifiers to the buttons such as a acting as a jetpack or a drill (which is where the character design comes from haha, the older character design is my pfp) unfortunately the idea was too ambitious for a 72 hour jam so we left it as an idea if we decide to do a full release

Ladders are a big challenge in game dev apparently, I did not touch the code for this and I have not tried to make ladders in gamedev before, but yeah the devs spent like a whole day trying to make them work well lmao, we had to settle on ladders that you may get stuck on.

As for the crank being another button, it kind of is haha, but it works in the sense of the game as the crank motion is like taking a button off the playdate and since it is pretty much the non-button input it just made sense that it would work like that, I wanted it to have the feel of cranking a slot machine and I believe the game accomplished it pretty well!

For someone who obsesses over game design all the time, I am very proud about how this turned out! by making the theme of forgetting something into an actual mechanic of the game it is like turning expectations upside down.

As for the windows port, I'll make sure to try it when I am less busy, I thought your game concept seemed pretty cool :).

(+2)

Thanks for the big reply! I definitely recognize those struggles. – And yes, I’d definitely would be pleased to have made something like your game if I did it in that timespan as well.

As for the win-build, one of your team has been trying it out, but can’t get it to work, even after I thought I knew what was wrong and posted a second (and then third) version. – So maybe it’ll work for you, but don’t expect too much!

(+3)

hey btw! If you liked the music, check the link on the main game page, you can hear ost versions of the tracks as lord Hsu intended.