I have some gripes about the controls, it would feel a lot better if you could move in 8 directions and the arrow keys didn't have to be at an awkward angle. Also, the movement is not fully aligned with the isometric angle, which throws things off a lot. I had fun playing it though! The enemy types are fun thematically and I like the variety in their attacks. The art is cute and the game runs well. I got a high score of 1630 B)
XenoZane
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Really well done and polished. I love the sound design. The mouse clicking on the nearest block is really well executed and felt very fluid and intuitive, I never had an issue clicking the wrong block until the last level. My only grips are that I do think some of the levels are too hard and the difference between the early/late jump on the sideways blocks isn't super well conveyed. Really great work though this game is serious fun.
Super good visuals! Really detailed and so many different objects with custom art, really really impressive. All the transitions and stuff were well polished. The screenshots only reveal half of the story, the little wiggle animations on everything and the transitions are really great. The gameplay was minimal but engaging enough. The only "puzzle" I disliked was the fish scales, which ended up requiring some guesswork. Breathtaking art though, best I've seen from this jam. Also -- didn't encounter any bugs or glitches, nice work!
Cute! The ending was cute and funny. I appreciate the inclusion of calibration, that's a great QoL feature that could make or break a rhythm game like this. I do think it would be better if the player moved on the same tick as all the obstacles (assuming you hit the beat) so that you can't dodge some obstacles by hitting late or early. I think the art could maybe read a little better, either making the obstacles bigger or giving them some sort of consistent outline to make them stand out. The tells on the workers were really good though, I like that you can see what they're going to do a few beats before. Great game, really enjoyed it!
I really liked the visual work, but it's hard for me to rate the puzzle design because of the glitches. The boxes would clip into everything and fly around inconsistently, and at some points the model got weirdly skewed for me. If you do make a more polished version, I'd love to see a more consistent physics engine, and maybe give the boxes some more weight so they don't go flying away when jumped on. The pause screen also softlocked the game for me, I was unable to pause it or do anything after pressing the escape key and had to force quit the game.
Some neat stuff here, I like how the text size changes dynamically based on the current situation in combat and how the text size represents health. The text size during the story parts didn't work for me, it felt like someone was over my shoulder pushing me to the critical path, but the concept is neat. I also enjoyed the variety of scenarios.
Took a bit to figure out but I enjoyed planning the shapes once I understood. Would benefit a lot from some QoL changes (snapping inputs to the grid, or at least letting my grab them after they're placed). I actually wish there were a few more levels, I enjoyed thinking through the stages of cutting the final shape.