Thank you so much!! We've been considering expanding it since a bunch of people seemed to be interested. Thank you for playing and glad you had fun!
Daniel Graves
Creator of
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We actually overscoped by quite a bit and ended up cutting a lot of content - but still pleasantly surprised that people found the game very polished! One of our biggest focuses for this year was polish, so we treated it as a 2 day jam and used the rest of the time to polish and panic fix things lol.
Thanks so much for the kind words, glad you enjoyed it!!
Thanks for checking out my submission! That behaviour was intentional but for some reason the worm doesn't close in more to hurt you and then push you out of the circle - for some reason if it catches you it'll keep encircling you sadly lol. Thank you for playing and glad you found the loop interesting!
Haha yeah, submarine speed was difficult to determine what felt right because we wanted to enforce exploration but also didn't want it to feel too sluggish. Thanks for the kind words and glad you enjoyed it so much!
As for the UI transition, it's just a bunch of anchored squares that squash and stretch! I attached some screenshots to show how I did it.
Hey CFHM, thanks so much for the really detailed critique! I think this time around we had a bit too much of a focus on how the game looked in comparison to gameplay, I'm very grateful for the feedback on movement and exploration (this project was 100% overscoped and had to be reigned back towards the end lol). This was also the first jam for both artists so I wanted to ensure their abilities played in as much as possible as well.
Thank you again for the detailed review and good luck for the rest of the jam! It was great to hear from you again
Great to see you in GMTK again! This was a really really well designed and polished puzzle game, I had a lot of fun playing the entire time (it also humbled me with basic addition lmao). Really simple yet charming art and man the tile movement accompanied with the animation felt so nice, I spent a bit at the start just jumping back and forth. Mechanics were super simple and I learned them very quickly, and every time something new was introduced I felt very excited to see how it would be used.
Solid submission, best of luck for the rest of the jam!
Hey, great to see you participate in GMTK again! This was a fun submission, puzzles were really well designed and I REALLY liked the artstyle and animations for the left hand side. A very creative take on the theme and especially liked the idea of a scale representing judgement.
Solid entry, great work this year!
I love the simplicity of this entry - presentation as well I feel was one of its strongest points. Good design as well as I figured out almost instantly that you can grow pumpkins with Boo on top to reach higher places (Oh, and the increased pumpkin detail is such a nice touch too). I also really appreciated that restart had to be held down instead of instant.
Gameplay wise, it would be nice if there were a couple of in-between checkpoints especially since the player moves at a relatively slower pace. It would also be great if hazards were made a lot more prominent (or simply more dangerous looking, I didn't the vine-spike thingies at the start would hurt me lol).
Great entry, good luck for the rest of the jam!
Neat idea, the movement felt really smooth and it was quite fun to play! I absolutely loved the idea of using parts of your own mass to solve puzzles, that was a clever mechanic. I also spent a good 3 minutes at the beginning to see if there was a limit to how much you could be scaled (seems like there isn't which is funny).
Good entry, I had fun and good luck for the rest of the jam!
This was a neat idea although a little bit tricky to understand at first. Art was charming and I felt bad killing the vegetables and fruit lol. The game fits the theme nicely and I had a lot of fun!
It would be nice if the player was granted invincibility frames after being hit, as especially with that burst attack it's easy to die immediately despite having multiple hearts. Bigger, and more clearer telegraphs or indications an enemy is about to attack would be nice as well since the camera is relatively zoomed out and everything is pixelated.
Great work, good luck for the rest of the jam!
Really fun style, the pixelated graphics were so well done (especially for that opening cutscene, it was so well put together)! Gameplay was also different from what I expected as well, and it took me a bit to realize you had to shoot blocks to make them rotate which was a really neat concept. There was the occasional clipping into falling blocks and sometimes getting softlocked and having to purposely die to reset (though this is probably a skill issue for me), but this was super enjoyable over all, great work!
Originally we never even mentioned let alone plan for voice acting - in the middle of development I just brought up "What if we gave her a few voice snippets" and luckily Emiliano knew someone with a professional microphone!
Super happy to hear you liked the game, thanks so much for playing and the kind words!