Surprising controls! I like the puzzles it creates, and it lead to satisfying platforming. Very good job on the level-design too! In this way I think I preferred the Time Attack mode because it allowed to really explore the room agencements and appreciate all the small challenges they present.
Itooh
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The animations are fantastic! Everything feels so juicy, and there’s adorable details everywhere. Procedural animations always create so cool and expressive results.
My brain isn’t yet correctly aligned for these controls though. Somehow I kinda manage verticals movements, but lateral ones are very laborious, and balancing diagonally just won’t go. x) It’s like inverted controls (despite the movements making perfect sense). I was able to jump and swing around though that was very satisfying! But as soon as there is a sense of emergency and few spots to grab, it’s like my fingers don’t obey me anymore.^^’
Neat twist at the end! I’m surprised I didn’t see it coming, it makes so much sense. The puzzle rules are satisfying to discover. I like how the hints get more and more opaque, forcing you to learn by experimenting.
I can confirm that the game work with Proton! Although Godot Linux export is usually reliable. I didn’t try it with a Launchpad though.
What an fascinating concept! I was hooked from beginning to end. It’s a really cool exercise both in puzzle and game-design.
Gur frpgvba gung tnir zr gur zbfg gebhoyr jnf checyr. Orvat pbybeoyvaq, V fnj vg gur fnzr nf oyhr, naq gubhtug gung vg hfrq gur fnzr ehyr. Gur snpg gung V nyfb jebatyl vagrecergrq oyhr hagvy gur irel raq qvqa’g uryc rvgure.^^’ Sbeghangryl gur uvag flfgrz vf cerggl jryy pbafgehpgrq naq qbrfa’g erzbir gbb zhpu bs gur fngvfsnpgvba!
Nygubhtu V qba’g guvax V jbhyq unir fhfcrpgrq gur rkvfgrapr bs gur 8gu urneg jvgubhg gur pbzzragf. V jnf cerggl pbashfrq nobhg gur cbvag bs Rkbobgnavpny. Ohg whfg xabjvat gung gurer jnf n uvqqra urneg jnf gur zvffvat cvrprf gung nyybjrq zr gb znxr frafr bs rirelguvat.
This was an truly unique experience. And a delightful brain-teaser!
Super travail sur l’ambiance ! Le rendu visuel est vraiment beau, la musique et le son collent parfaitement, et les textes arrivent bien à dégager une aura de conte de fée lugubre. Le jeu dépeint un incroyable décor !
Niveau mécaniques on sent qu’il y a eu peu de temps.^^’ J’ai mis du temps à comprendre qu’on peut glisser-déposer les cartes (qui sont assez dures à lire même en plein écran). Mais une fois que j’avais ça, je me suis contenté de donner des trucs au pif à tout le monde jusqu’à atteindre la fin. Ce qui fait que je n’étais pas très impliqué dans l’histoire. Mais bon, j’imagine que le gros du taff a été sur le moteur et les éclairages, et là-dessus c’est réussi !
Bug étrange que j’ai eu : au premier lancement, j’ai eu un “Loading” qui se contentait de compter les secondes, que je pouvais reset au clic. x) Il a fallu que j’utilise Esc pour démarrer le jeu (sur l’écran de pause). Bizarre, mais heureusement pas bloquant !
Took me a while but I eventually beat it! ^^’ Combats are kinda laborious, and very punishing. Having to begin from the start is pretty frustrating. I think there’s a lack of feedback and animations, but it’s still a work in progress after all.
Outside fighting, the level-design works well. The dungeon is satisfying to mp out, and learning the air-jump mechanic is gratifying (although I had to learn it by myself because I used the key on the room before the boss instead of the one supposed to teach me how to get the other one).
Good luck on the completion of this game!
This is so cute! The game is simple and very satisfying. The art is especially neat, with lots of pleasant details. I love that you can click on the ducks! It’s a lovely small vignette.
I had an odd bug on my first try where all the building were invisible (I was confused what was going on). Somehow I managed to win anyway. x) Hopefully everything worked the second time I launched the game!
There’s a lot of actions and informations on the screen, I found it difficult to keep track of everything.^^’ The concept is interesting, and managing space in a creates interesting challenges (in a way, it reminds me a bit of Wilmo Warehouse). But the game rarely let the player breathe, so it’s difficult to do anything but panicking. x) There’s also something that feels weird about the items movement. Maybe the fact they feel always stuck, or only move in tiles, or pile up very quickly in a critical area. It’s part of the challenge, but moving objects being the main interaction with the game, that basic action being difficult or blocked 80% of the time make it feel tedious. I think there’s a clever concept here, and to be honest the game is pretty rich with a loop, cohesive mechanics, music, assets… It just has a lot of frictions here and there. Maybe it could be more “chill” at the beginning, to let the player organize its bag and understand the basics, before increasing the difficulty progressively.
Well, it was fun to mess around with the control and try to figure put the rules by myself.^^ So far the game is intuitive enough to understand (except maybe the grid at the top left, but I guess this is part of what’s not implemented). I think the rover can do time paradox by sending data it will collect in the future. x) Good luck with the remaining of the development!
That was… chaotic. x) The challenge is nice, but the game lacks feedback. More than often I didn’t know what I had in hand, if I successfully took an object, how to cook… Technically the information is on screen, but given that we must act with speed, shifting the look from the characters to the screen’s corner or the action target isn’t easy. I think it might need animation, FX, or changes right on the avatar sprites, to allow the player to easily read the action. Because other than that, it’s a neat balance of constraints that gives a challenge close to Overcooked. :) And the small narrative of a parent having to manage too many task at once is perfectly delivered through the mechanics.
I’m really not good at it. x) But the concept is interesting. I appreciate the tutorial, but it still confused me. I’m still not sure if it’s better to always bounce on walls, if the turbo works with that, or what “good spin” means and if there’s a timing I’m missing. I like how it forces you to change your habits with driving games. But I didn’t manage to find exactly how to play well. I’m pretty sure though the game might allows some great moves once you master it!
Pretty neat mechanic. And a fun narrative to go along. :) The physics aspect makes some levels laborious to solve though, even when knowing the solution. There are still levels that I didn’t figure out, I might try to come back to them (14 is a real brain teaser). Nice use of the theme overall!
Also, I’m sorry to say that the music becomes a bit obnoxious after a while.^^’
Really nice graphics and visual feedback! I love how the camera tilts with movement, it gives a great energy.
The gameplay is efficient, everything feels snappy and smooth to control. I didn’t realize immediately there was a double jump, at first I thought it was a very generous coyote time! However, I think it quickly gets repetitive. The core game loop shorts to “I’m at the top of the tower, a rock falls, I jump to avoid it, and I’m at the top again”. Coupled with the punitive nature of the game, it becomes more of an endurance test, asking to find an always-winning strategy to repeat. I think it could use lateral space more: the third screenshot of the itch page presents an interesting situation that, if encountered more frequently, could lead to more choices and risk taking. As of now the game only encourages to build a perfectly vertical tower.
But to be fair it does perfectly the job for a fun game made during holidays!^^ I was able to finish it, found the secret endless mode, and had some fun. Once again, kudos for that level of polishing!















































