Wow, I'm very impressed that you made this all in just 2 hours! You did a great job for your first jam, especially in just such a small amount of time. I liked that you added story to it as well on top of the mechanics, a lot of jam games don't do that. The switching mechanic was interesting, and although the jump sometimes didn't work for me, it was fun. Good job on your submission friend! :)
Vollando
Creator of
Recent community posts
This was a real good time. Definitely a unique take on the theme as far as I've seen so far in all my ratings, and the setting and FPS/Puzzler genre gave me some Portal-esque vibes in a good way. Will move past the bugs cuz this is a jam and its bound to happen, and the rest of the game was good enough that once they were navigated around they didn't occur to me again.
For a 48 hour jam this is a very ambitious project and I'm seriously impressed at the visuals, music, and gameplay all being crafted within this time. You all did a great job and made a challenging and quite unique end product. Good job!
So much juice and cuteness jammed into these little orbs! I love their adorable little smiley faces :) The gameplay is fun, and the idea is a good concept and a fun unique take on the theme. I would have preferred maybe an extra ability for the player or maybe some way of regenerating the little orbs as if you mess up and lose too many, its hard to get enough back from enemies as you can't kill them as fast and therefore lose more little orbs as a result. Otherwise, great job and great submission!
- Definitely agree on the skip button!
- Avoiding combat entirely is supposed to be detrimental as it means you don't level up and will get destroyed on lower floors, but this isn't communicated very well to the player at all in the jam build so I can see why this has come up a few times! The control to build around enemies is intentional, but without the knowledge that you need to at least kill some to keep up with difficulty, it seems like a smarter choice to always dodge them!
- Yeah thats the #1 bug we've noted haha, its at the top of the game page, tis a Unity button bug that is blocking button clicks on most of the button and only lets you click it right at the bottom.
- Also a seemingly quite random bug, but thanks for pointing it out!
Thank you so much for your detailed feedback, it really is super helpful for us continuing on with this post-jam :) Glad you liked it despite the issues!
Cheers for the extensive feedback!
- RE: Combat risk, the main concept is that difficulty scales up per-floor and the only way to keep up is to level up via combat or you'll quickly be overcome. Sadly, this is only implemented very basically in the jam build and isn't visually shown well at all, so it makes total sense that people would endeavour to just dodge fights! Definitely something to solve.
- The first turn only letting you place 1 tile instead of 3 was a very late bug, and turned out to be because when we automatically place the entrance and exit tiles it counted as player tiles being placed (facepalm!). But yeah its very annoying to have to backpedal until the turn is over, could definitely use a 'skip phase' button anyway :)
Thanks again for your feedback, I'm really glad you enjoyed it <3
Cheers for checking it out! Your feedback is invaluable <3
As for the combat mechanic, annoyingly its kind of a symptom of our overly ambitious plan at the beginning, as killing monsters is supposed to level you up and increase your base stats so that you can keep up with the scaling level of the enemies as you go down floor by floor. This does exist in the game, but its not shown anywhere in the UI other than your health increasing, and its definitely not scaled well due to lack of time. So killing enemies is supposed to be a form of progression character-wise, but its definitely missing a great deal in that area as you say :)
We're definitely planning a post-jam version to patch a lot of these holes and bugs haha. Cheers again for checking it out <3
Very interesting take on the 'joined worlds' kind of mechanic for the theme. Was interesting to figure out the puzzles and the best way of picking up gems quickly, and your level design to make use of the mechanic was good! If I had to suggest one thing it would be to add some sort of transition for switching between the two worlds, as it was a bit jarring suddenly just snapping to the other view. But other than that, really good job! :)
Woah, this is crazy for a 48 hour jam! Very impressive you also made the visuals / audio yourselves as well, big kudos to the team for getting all this together.
The 'puzzles' are intuitive and simple, but still satisfying. The main mechanic of switching via the radio reminds me a lot of the mirror switching in Dishonoured 2, in a good way. Exploring the ships at the beginning and then recalling where I saw different notes and objects was a fun part of the natural discovery process in the game that felt very organic.
Great job!
Really interesting concept! I'm sad that the meal combination screen is a little visually bugged because I think it stopped me from progressing (I had a bunch of extra ingredients in there that kept getting in the way of the ones I needed too I think), but I really did dig the concept. Interesting and unique take on the theme, and the visuals and audio were fab! Great job
Cheers for the kind words and feedback! As for the button issue, thats a bug - you can progress onwards but you have to press right at the bottom of the button (some weird UI collision issue in the final build). But the rest of the game is 'infinite' and just scales in difficulty, so you didn't miss any 'new' content so to speak :)
Big thanks for checking it out <3
I won't cover the spawning spin issue as others already have, otherwise this was a really fun concept and a good time overall. I know you didn't make the music but it still paired well with the gameplay and made the experience very chill, and the sfx was a good choice too. Its clear how this fits the theme and a good take on the jam. Good job!
Hey! This is a bug ahh sorry, you can press the bottom part of the button when that happens, like inside the button but right at the bottom part of it. This was only an issue in the final build so we didn't see it in time to fix it sadly :( Sorry you ran into that!
Glad to hear you still enjoyed the rest of the game up to that point!
Really fun puzzle game! deceptively simple at first, but the interactions with the different block types, and learning that I could re-use blocks I had passed over really broadened the gameplay options. High Score of 14793! :D I did find the music loop repetitive after a while, but otherwise very nice game!
Great visuals / art, the characters were very cute and distinct. The concept for the game is very nice as well, bringing a neighbourhood together through tea is a very wholesome take on the theme and I love it. Took me two tries to get it right, as I wasn't sure what the criteria was for making sure the tea was right for both parties, e.g. when both people liked completely different things, what levels to put to make them both satisfied? But I got there eventually! Good job :)