I was getting really frustrated with the lack of control in my turns until I realized that the length and width was strongly affecting my speed and turning, respectively. As soon as I realized that, I started having a lot of fun with this! It's already a really fun idea for starters, but you really added some nice touches to make it even better. The ramps were fun to hit, being able to slip through tiny spaces with hilarious scaling was helpful for finding shortcuts, and plowing through traffic at high speed was very amusing. Great job!
Xeni
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I love immersive job sims, so this was right up my alley! Firstly, the visuals are AMAZING. I can't believe you guys got such a nice looking world and train interior in just four days! Next off, I appreciate the constant back and forth between keeping your engine and heater fueled, checking for obstructions, and taking it all in. Unfortunately, taking it all in got me killed twice, as I froze to death each time I was admiring the bleak, white void around me. The freezing overlay was too easy for me to ignore while using the binoculars, so I got caught by surprise both times. Perhaps a shivering sound, or a flash of red to indicate you're in immediate danger would help communicate how close to the threshold you are at that point. Otherwise, this is an awesome entry to the jam, and I'd genuinely pay money to see a fully realized version of it! Great work!
2:40! This may be rough around the edges (I kept falling out of bounds and had to force restart the game) but I really dig the idea. Even though I had to redo some of the levels, I was getting really into how fast I could contort my square onto each platform and into each tunnel, and it became a surprisingly addictive. I would really love to see a polished and fully realized version of this -- maybe with some more vibrant music to match the dynamic gameplay. Nice job!
This was really fun! Unfortunately I couldn't finish due to a softlock on the bulb/fan puzzle. I think the bulb was too small to trigger the button at the end of the drop, and so it rolled off into the cage without having done anything. Otherwise, I love the hamster banter, and it really did feel like I was controlling one. Great job!
This is insanely well polished, holy cow! Very cute and addictive concept that's also a fun and unique take on the theme. The fact the work was put in to even get all of the advisement and dialogue, plus the incredibly cute character designs and art, it's all such a perfect little package for a four day jam! Amazing work!
Thanks for playing, and congrats on 100%! Your critiques are appreciated, as well. We actually had the camera fixed, but it broke again without us knowing after we implemented the ending "cutscene" at the eleventh hour. It's already on our list for the post-jam update, along with other polishes to make everything feel better. I'll also make sure we do what we can to make the jump more predictable. Cheers!
Thank you -- and I think your criticism is completely valid! Even where like 80% of my personal jam time was spent on the level design, I was still sort of winging it with the assets we had available to us. I'm proud of where we wound up, but I'm also excited to fix it all up for a post-jam update. I think with more time, we can polish what's there to perfection, plus add more to boot!
Lovely looking game! I had fun building up a little town. Unfortunately I got softlocked after placing the mine in a spot that wasn't close enough to the two main deposit areas (it was somewhere between the two), and so I couldn't get any more stone. I'm also not sure what to do when the well runs out besides building another one -- which was impossible without the aforementioned stone. Moving buildings may have saved me, so a feature like that would be nice to have if you update the game after the jam! Nice work overall!
I love this! There's something so satisfying about swinging a giant hammer and clunking enemies like no tomorrow. The good sound design reinforces this, and the art is top notch!! Very great character design and lovely pixel art! Really enjoyed this!
Also, laughed out loud at them yelling FUCK. Are we allowed to swear? Oh well. 10/10
The jet booster isn't required for progression, but it's more of a fun reward for completionists to sandbox around the level. We wanted to find more utility for it, but we ran out of time. We're hoping to give it a little more presence in our post-jam update. Thanks for playing, and glad you enjoyed it!
There's gotta be some Hardspace: Shipbreaker inspiration here, and I love it! This is such a cool premise, and a great take on the theme. I may be incredibly biased as a big sci-fi nut, but who doesn't want to put together gigantic spaceships of their own design? It may be rough around the edges, given the nature of it being a jam game, but I see potential in something I would genuinely enjoy playing a full version of. Maybe Shipbreaker had the right idea with longer, slower shifts that let you chill out despite the constant, imminent danger. Great job, you guys!
Also, don't think I didn't catch that Titanfall wallrun/double jump! Chef's kiss.
I love this kind of comment. It's really exciting to see that we were able to find an audience that shares the same love of our inspirations, and that our desire to continue development when the jam is over is justified for it. As well, I appreciate such detailed feedback, because even if we couldn't implement and fix everything we hoped to during the jam, it gives us a laser-focused path forward when we update the game in the future. So thanks for what you've added here, and I'm really happy you enjoyed playing it!