Thank you so much for the feedback and for playing! I was really struggling with how to mix things up late in the jam as I knew I wasn't going to have time to add in non-rectangular objects (which would really up the difficulty). The timer and randomization were both easy fixes for this, so glad to see they worked out!
Hobbes Studios
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I did not think about players playing this on a touchpad, I'll have to consider this next time! Some ways I might fix this are adding quick move (ctrl+click) which would move objects without rotating to the next open slot without intelligent placement, so all you need to do is rotate or small movements, or adding a longer timer for players who can't input as quickly.
Absolutely love this! The aesthetic is very coherent, the premise is simple but the mechanic allows for unlimited complexity. I really like the last level which gave the player an aha moment and opened up new room for solving problems in a different way. Perfect design and implementation, and a fine example of scoping a jam game!
The original goal was to tie produced clips to the money, by a function of time of certain types of frames on the clip (e.g. more usable film time on a clip = more money) making the player need to cut good clips without a lot of blank time as the reel spools faster and faster. Really this would only take a half hour to have added but I didn't have the time to finish it today.
As a placeholder, score is calculated simply as a multiple of the number of frames of the latest clip. So I guess really the only difficulty is clipping as big of a chunk as possible (one snip close to the end) before it runs out.
Thank you! Generation was an interesting problem because I wanted to give the feel of a space station (lots of straight corridors and compartments) while still staying in an ascii map. Parts that I wasn't able to add to the generator included airlocks, and different room types. I had planned for a 'breached' room which would deplete from the player's O2 points and could be refilled with an item.