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thejunipertree

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A member registered Jan 05, 2024 · View creator page →

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Really clever concept and fantastic level design! I had a lot of fun playing through the tutorial stages of Navigator and was a bit sad when I realized that I’d reached the end. The puzzles here are just the right amount of difficult and it was really rewarding to see everything come together to complete a stage. In particular, I really like that you have to both think ahead and react quickly in the moment--not a combination that you see too often in puzzle games like this, so I appreciated the creativity here. It was also interesting to read about your process making this game. I definitely respect that you invested time into making it easy and efficient to create new levels in the future.

Per the UI, I think it’d be nice to allow players to click on tiles they want to drop instead of just cycling through with the spacebar, especially since the mouse is already being used to place tiles on the map. Additionally, I would suggest not removing all of the placed tiles by default when restarting a level and instead just have resetting the map linked to an optional button to be clicked whenever. There were a few times when I forgot to place a particular tile or didn’t react in time during the run, then had to place everything back down again afterward.

This was a lot of fun to play and there’s definitely a ton of potential with this game, so I hope you do continue development! I’d love to play more levels in the future. Best of luck and thanks for sharing!

Came back to the WebGL build on my Windows PC/Firefox. Last time I had a number of tabs running in the background and upon seeing the initial performance switched to the download pretty quickly. This time I had it running in a solo tab and gave it a minute. After pressing start, the music continued to play without issue but the game would get stuck on a frame for like 2-7 seconds, then move forward a bit, then get stuck again. After about 45 seconds though, the stuttering seemed to subside and the game played pretty smoothly at maybe ~30 fps or so. Probably should have given it a bit more time on that first web playthrough—the stuttering does go away after a bit.

Best of luck with any future development! It'd be neat if you do come back to this, but regardless, you’ve made a very cool project for this jam.

I was playing on a Windows PC. After I got that item, I went up a screen and then let go and fell back down a screen, and it seems like maybe falling back down was actually what triggered the issue? Totally possible that it could have been a weird one-off glitch. If there’s more to the game, though, I definitely want to come back to it and see the rest. Good luck on any future development!

Thank you, I really appreciate the encouragement and feedback! I didn’t realize that my wording on the 1-player/2-player thing probably wasn’t too clear and I’m sorry my game punished you for interpreting it that way haha. I’d definitely like to add a true 1-player mode in the future (or at least make the base gameplay more solo-player friendly), so I appreciate the suggestion. Thanks for playing! :)

Thank you so much! :)) I’ve heard that feedback from a couple playtesters so I’m definitely hoping to make the note timing more clear in future revisions.

Thank you so much! :)

Thank you so much! I definitely want to keep improving the note feedback. I also hadn’t considered different keyboard layouts, so thanks for mentioning that—once I come back to this I’ll add AZERTY mappings too!

I was so psyched to play this just based on the previews during the jam! It looks incredible, sounds great, and plays beautifully. The movement of the jet is so fluid and I love the detail on the wing trails—I kept doing rolls just to watch those little loops form behind me… Plus, the slowdown on the connections menu is sooo good. Keeps the game feeling like it’s constantly moving forward, but makes it practical to switch and add connections on the fly.

This game really makes you tap into that flow-state, absolute-focus mode, which I think is indicative of good design re: the movement, enemy/terrain placement etc. It's got such a strong visual style that works really well with the gameplay too. The connections UI might be made more intuitive with some labels (I had to go back and reference the how-to-play page at first), and I would definitely recommend just taking the player to that screen immediately after pressing “start game” instead of disabling the start button until connections are made. I overlooked the exclamation mark on the connections menu button at first and thought maybe something was broken, even despite the additional warning I had just read in the “how-to-play” section… whoops.

Additionally, I had some trouble getting the game started, so I’ll leave some technical notes here in case it helps at all (my multiple attempts to get it working should prove how much I wanted to play this thing lol): 

  • MacOS, Firefox: starting the game instantly crashed my browser. I already knew that WebGL is buggy on Macs right now and on Firefox in particular, though, so that one’s on me
  • Windows, Firefox: game didn’t crash but was unplayable after pressing start (a few frames rendered every 2 seconds or so)
  • Windows build: played great! very minimal stuttering after pressing start, but then ran perfectly smooth for the rest of the game

Overall: this was such a joy to play and really technically impressive for the small amount of time we had for this jam! Honestly I want to see if I can get this running on my Steam Deck with some funky button remapping just because that seems like a lot of fun. Thanks for sharing this gem, good luck in all your future endeavors!

Such a beautiful game! The art is gorgeous, and I loved the transitions from scene to scene. Even without sound and with some small visual bugs, it was a really immersive and beautiful experience. The attention to detail is especially impressive. I loved the desktop screen, the shot of the ceiling window, and the little deer in the background… I’m planning to come back later and see the updated version! Also: this game has successfully convinced me that I should pick up a copy of L’Effraie.

Merci beaucoup pour la recommandation de poésie et ce très beau jeu—aussi, je suis désolée pour mon mauvais francais :’)

I love these kinds of puzzle games and was hoping at least one of the teams would interpret the theme this way, so I’m delighted that you did! I had a lot of fun with Neurolink and played it to completion. I breezed through the first few levels but then quickly started getting humbled by some of the puzzles in the third chapter and later on. The difficulty was perfect, though: the pacing felt natural, and though some of the later puzzles presented a real challenge, I never felt completely stuck. The presentation here is great, too: the art is really charming and complements the narrative very nicely, and the music sets a bittersweet tone without being too distracting. My only suggestion would have been to add drag controls for the connections since undoing long lines with the mouse click can get a bit tedious. Overall, this was very nicely put together and I'm glad I got to play it! (Also, I’d definitely recommend using some of the game art for the Itch cover because it’s so lovely.)

I love how you interpreted the theme of this jam! The UI, art, characters, and music give this game’s presentation a very charming and cohesive feel. Watching the characters walk around was a good way to make the gameplay feel more dynamic. I also appreciate that you get to puzzle out the mechanics. I played the game through three or four times and did slightly better each run, but I was still a little unsure of exactly what worked and what didn’t (I had a lot of trouble making the three-heart matches in particular). Lesson learned: I’m a pretty poor matchmaker, but nonetheless this was very cute and fun to play!

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Fun, compact platformer with some fantastic level design! The atmosphere of this game was solid, from the sound effects to the title drop to the SPLAT animation that I was delighted to see come back at least once. The introduction of each mechanic almost solely through the level design was intuitive and well-paced. The rope mechanic was a lot of fun to play around with, but figuring out how to use the edge cling to scale up platforms was definitely my favorite bit. I’m not particularly good at platformers and so the movement was a bit tricky to get the hang of (Cave Man is pretty speedy) but I felt comfortable with the controls by the end. At least, I think I got to the end? I reached the item at the top of the mountain (I almost don’t want to spoil it because it was such a fun reward) but ran into a black screen after I went up. It’s totally possible that I missed some more stuff, but I found it to be a satisfying ending regardless.


This game felt incredibly polished and well-developed for having been made in such a short time. Kudos to you!

Absolutely beautiful! I knew this game was going to be lovely just from the art, but I was surprised by how touching the narrative was and how fun the gameplay ended up being. I really enjoyed puzzling out what different customers wanted based on the wording of their requests and the little descriptions under each drink. The controls were very intuitive and this game is incredibly polished for being made in such a short amount of time.

Mr. Fow and Harry March were definitely my favorites. I love how their side story developed from funny little interactions to a genuinely emotional back-and-forth about learning to communicate and handling anxiety. If this game is ever expanded upon, I would love to see more stories and serving options (toppings, snacks, etc.). I made it to Day 11 but it seems like I saw at least most of the content—I was a little unsure on whether there was an end to the game, and I never made any relationship progress with the Frogberry customers (though maybe this was intentional, since Cat mentions that they’re “not very talkative”).

This was a wonderful experience and it’s clear that a lot of love was put into this game. Congrats on the job well done and thanks for sharing it with us!

So cute! I really enjoyed seeing bits and pieces of the art during the jam, and it all came together so well with the music and sfx. It’s clear that you had a really strong sense of what you wanted the atmosphere and feel of this game to be like. The central mechanic is fun and original, and the levels you provided sparked my imagination about what this could be like as an expanded puzzle-platformer. I had a lot of fun with the jumping mechanics in particular and I can imagine that adding more verticality to these levels would make it more challenging pretty quickly.

I got into one or two tricky situations with the positioning of the characters (though nothing I couldn’t get out of on my own) so maybe a “reset level” button would be nice, if it isn’t hidden somewhere already? But wow, this was so sweet and a joy to play. Great stuff and I’d love to see more!