It’s again in “advanced” settings category as it’s not for everyone, but it’s there!
Nozomu Games
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It’s a one-screen kinda-point’n’click game, where you need to learn the cyclic life of the clockwork island and perform an escape ritual.
https://nozomu57.itch.io/clockwork-island
It’s joyous, infuriating, satisfying, confusing. It’s short, but by all means not easy.
Hope you’ll enjoy it! https://nozomu57.itch.io/clockwork-island
Thank you for the nice comment, and for enduring the final level! This was first game of our tiny studio from 2 years ago (made in a couple months as first test project). Since then we’ve learned a lot and would now do some things differently (like placing several checkpoints on the secret level), but I decided to leave everything untouched as a depiction of our skills and decisions at the time 😅
Also I’m happy people still enjoy this game and even appreciate the flip of main level design towards the puzzle aspect :)
Thanks again for playing, and I can suggest you try some of our more recent games!
Thank you both for your comments and nice words!
I need to think about the pre-selection of next level, because currently there is no “next level” immediately when you transition to the map (so there will be some problems with animations/forcing selection unexpectedly), but also I want the player to feel that the progression is not strictly linear and they can skip any level and select another opened level (and for that I need not to force the next level selection)
Also, thanks for reporting the bug :)
Robot Detour is an innovative pathfinding puzzle, and I hope it will be as fun to play as it was fun making it ❤️
https://nozomu57.itch.io/robot-detour
Last year, I founded a game studio together with my wife. After 8 smaller games, we finally released our first “proper” game :)
Please, give it a go!
https://nozomu57.itch.io/robot-detour
P.S. here is the trailer:
P.P.S we’ve left a demo version up! You can play it in the browser.
Played this too much, haha, was too sucked in! Eveything s just so complete and polished, loved it!
After I got the strategy of expanding only in one direction as fast as possible, it became easier (but still a very enjoyable, arguably even more). At some point the game freezed and I couldn’t continue, but it was my 6th FlyUp or something.
Will definetely return to this after jam ends!
This is such a well-made game! After I learned how to do loops, this game unfolded in front of me. One of the few I will make sure to return to and finish. Just a little random, but not quiet, still enough strategy left to blame fault on myself :D
Suffice to say, this is too much fun, congratulations!
Even despite all rough edges, I liked the game! As a game designer, I mostly liked that levels always had false leads in them (parts that lead player to nowhere, just to make player think about a solution and not just run through all options).
Polish+fix here and there, add some levels, and it could be a nice small game even outside gamejam. Good luck!
This is a masterpiece of a jam game. Physics is wonky, but it results in so many funny cheeses of flying over the whole map, being able to flip from upside down, boost yourself to the moon and whatnot. The only thing that stopped the fun was “Talk” prompt that was stuck at some point on the screen, preventing me from entering workshops. But I had just 2 quests left, so not a big problem :)
Played for 20-30 minutes straight, huge congrats to the whole team, and good luck with this project!
I think this is the most time i’ve sunken in a game this jam. Too fascinating to watch the shapes go! Never played any of the “conveyor-factory-type” games (apart from maybe Opus Magnum), it turned out to be super addicting. Also, big thanks for letting me split tiles indefinetely, was more fun without restrictions.
And don’t get me started on custom small engine and on the complexity of the idea, doing this in 4 days is beyond impressive, hats off.
Thank you, we are flattered by comparison with Stray :)
Also, really cool that you’ve mentioned watercolors, because it, in a sense, makes perfect sense, as our main artist draws A LOT of watercolors (some of the works - https://www.artstation.com/evathewolf/albums/8831222 ). So, even if the game does not feature watercolors, probably it shows a bit in the way she worked with colors.
Thank you so much for all the kind words! Put a smile on our whole team’s faces :)
I didn’t want to add some demanding mechanics because it could ruin the immersion, but adding a progression with safe spaces and stamina sounds like the only mechanic that could encance the immersion! Better connection with character, better feel of progression (apart from AC count), even locking some of the earlier areas from exploring too soon, guiding through the quests in a better way.
Thank you for suggesting, if we decide to go bigger with this I’ll definetely consider :)
Thank you! Unfortunately it’s a performance issue on some devices that would be easy to fix if we had just a little more time :(
Same reason we had to delete web build last minute, was even worse there, with audio issues on top. I hope you could still enjoy the game, and you can come back after the voting ends!