I think you absolutely nailed the pacing in this one. I've seen the core mechanic a few times so far but the mechanics you introduce on top of it are so original and creative, definitely the best I've played! I especially like how you flip the expectation of fire to actually be a good thing. The only thing that might be improved is moving around the areas which felt a bit awkward sometimes. Not enough to really deter from the game and I honestly wouldn't know how to make it feel a bit easier. Maybe click and drag? Overall fantastic job and fun to play through!
treesarefood
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Kudos for making such a mind bending game but still keeping it intuitive. Usually in these kinds of games I end up getting to confused but I was able to work out what was happening on each level with enough thought. The last one in particular was really tricky but made me feel so clever when I solved it! The only thing that confused me at first was the missing piece was so small I didn't know it was there at first and thought I was just randomly beating levels. Even without music or sound this is a 5/5 for me, the narrative certainly makes up for it!
This is such a chill and charming game and your presentation was flawless, even on the game page! One thing I might consider adding is a way to undo connections while making the constellations. I am kind of torn on that though because having it be permanent as you build adds to the "go with the flow" mood of the game. Great work!!
Also I present to you "The Fantastic Boy Sky":
Over a super soothing and smooth presentation, nice work! I found the atmosphere along with the text to be pretty meditative and I'm wondering if you'd try to push a narrative with it if you added more levels, I think that would be awesome. One thing I was confused on was the combat system, I don't know if I missed it in the tutorial but it seems a bit random and a couple times I'd lose 1v1 fights and wasn't sure if I was doing something wrong.
Best art so far I've seen in the jam but I'm biased toward cute blobs. Super charming!! Jumping could use a bit of a buffer as jumping off platforms was difficult at times. The collision bug caused some of my blobs to float off out of the map :( . Still it was fun running around and shooting out blobs to reach higher places!
My favorite game I've played this jam so far, simply addicting. I think the tutorial went by a bit to quick and I died a few times till I got it, but when I did I could not stop (I'm going to have that song stuck in my head all day)!! My high score was 1m 2 seconds. One improvement I'd suggest is being more forgiving with the time Top can jump again. Sometimes I'd click right as he hit the ground and he wouldn't jump which was a bit frustrating. The aesthetics are simple and cute. Fantastic work!
This game is absolutely stunning! The is one of the most interesting and intuitive UIs I've seen in a game. The concept was a bit tricky to understand at first but I'm glad I stuck with it because it was so rewarding once I figured it out. I think if you hand held the players hand a little bit at the start it would be helpful in breaking that initial friction. After that exploring what makes what through experimentation is satisfying and the entire aesthetic makes the experience super relaxing.
Absolutely hope to see more of this in the future! A 10/10 for me.
I love the spifins!! So cute. The main mechanic is really neat and it would be cool to see more puzzle elements in the future such as switches for the big spifin to sit on. One thing I found really frustrating was the big spifin jump height. It felt really unforgiving at times and if he jumped a bit higher it would be lot smoother. Overall a cute and fun!
I think this is a really awesome take on the theme and the vibe of the game is super chill. Like others have said making the amount of moves shared would add a lot of depth. Something else to consider would be having the maps join up and not allowing the laces to pass through each other which would make it harder to tell which lace goes to which coin. I think this game has awesome potential if you keep working on it!
The asynchronicity of the characters is really cool and feels very intuitive to control. Right now I think the best strategy is to keep both ninjas in the middle to which allows you to ignore towers almost completely. I might try to spice it up by forcing players to move away from the middle. One way might be having a tower in the center and two ramps at the far sides. That way you'd have to move both ninjas to the far sides in order to carry the rope over the tower and force a trade off between staying near the center.
Tricky at first but fun when you get the hang of it! I might suggest making the switch between snakes a little less abrasive (with the screen shake and sound) and also reducing the cool down on switching a bit. Having the trucks fade out while switching instead of just instantly disappearing was a good addition!
So I played through again to check and playing those first levels again after mastering the mechanic is SO much fun. You guys did a great job! On my original play through I got stuck on the second to last level but the one in the screenshot also caused me some trouble. To me it felt like the controls were unresponsive. Playing the last level, which is supposed to be a freebie I imagine, still gave me difficulty but I think it illustrated the problem. When you're re-joining (as the orb travels to your spirit) you can't split but during that time I am often hitting J and expecting too. The player loses all control in that time which makes it really hard to chain together tethers. I'd suggest just being instantly teleported to the spirit or being a lot more generous on the time when you can re-tether again. Hope that helps!
I won't lie I hate puzzle games so for this jam I mostly pass them up, but your game does so many things right! When I figure out a solution its super fast and satisfying to execute by clicking through the chain of blocks. The mechanics are simple but make for really complex puzzles. I think what does it for me the most is you can try to brute force puzzles when you get stuck. Randomly trying things doesn't usually end up in a solution but a few times it helped figure out what it is by experimenting.
The only downside is what others have said, the tutorial was long and gave away mechanics for free by sort of explaining what was going on. I think the idea is so intuitive you really only need to introduce each block type and then start from there. I would LOVE to see more from this game! I think a cool addition would be a timed mode where the goal is to solve puzzles as quickly as possible, because going from "what the heck is going on?" to "OH" and rapidly clicking away blocks is so satisfying. Great job!!