I can't believe how long it took me to find the 8th button. It was like a pimple. I searched that area multiple times and missed it. The rest of the challenges were light work in comparison. Fun game and well put together. The button push was satisfying, what more could I ask for.
Kyle Parsons
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It was fun once I got going but took a while to warm up these old bones into tapping fast enough. I think it would benefit from an indicator of which lane you're currently in because I was looking far ahead on the track to see where I'd need to be, then having to look back to remember where I was to make the swap.
There are some great ideas here. I love the element screen and how they intersect to form other elements. Really cool take on crafting.
I think the player interaction and reactivity could be improved. What is the reward for the player? What experience do you want the player to have? Asking because I'm not sure if it's supposed to feel like sudoku puzzles or opening a chest in Vampire Survivors. Overall I get more of a sudoku feeling of just going through the logical motions until my grid is complete. It didn't have a lot of excitement for me.
The animations for collision, sythesis and energize should be shorter and skippable. Running out of energy and having to wait for the re-energize was very demotivating. I might also suggest always having the buttons for the different modes available. I almost misclicked the wrong process a few times which would have lead to catastrophic energy loss for no progress.
Still, one of the more interesting jam games I've played this year. Good system design.
Super nice art and vibe. I enjoyed my time with it.
I had a hard time with the puzzle but eventually got it. I thought the writing on the wall corresponded with one of the icons directly without the extra step of finding another clue. Which lead to a lot of unnecessary logic and trying combinations. I still don't know what the second icon represented and the third one I do know but was pretty unclear.
I was never sure if I was supposed to walk into the dark areas or not. I didn't find the second clue until after I had unlocked the panel and went looking for it. Then near the end I thought I soft locked myself being lost in the darkness past the minotaur with the red lantern on.
Great interpretation of the themes! Most of the frogs are indeed some very exaggerated versions of thoughts I had while struggling through the jam. I had a lot more narrative context and player internal monologue in mind but ran short on time.
The camera direction snapping when you switch to hover while flying is annoying and should be fixed post-jam. Did you have multiple frogs not give the reward? I've only experienced it with the frog on the right side of the first platform and after investigating I still have no idea why. It's a bug. Frogs should eat bugs not create them.
This was a really clever way to use the theme for a 3d platformer. The sense of speed was good and I had fun. I would have liked a bit more air control to make it easier though. And the detection for landing was a bit sensitive so I wasn't able to get all the rings, kept getting caught on the wood. Nice work
I loved the art and music. I would totally go see The Snails in concert.
The level design and mechanics though were pretty impenetrable. The first few jumps/ platforms should have been much more easy and obvious. Also the mechanic of the jump height increasing should have been explained better in-game.
After failing to jump to anything from the house, I ended up going on the root around the edge of the house onto the roof. Then I was jumping so high I couldn't land on the small distant lily pads.
I would loved to play and see more if I could have. The house was decorated so nicely.
I like the trippy internal organey style. The movement and shooting felt good.
Getting hit could have had a bit more feedback to tell where from and to take less damage per hit. It also would have been better to know what the pros and cons were of each of the different things you can equip.
I beat it with the saw and machine gun. Machine gun seemed to tear up the eyeballs well from a distance.
Admittedly I'm a bit of a puzzle game hater. I feel a lot of them are too simplistic and played out. If you can solve the puzzle by sight then just have to go through busy work to execute it without experimenting, that drives me crazy.
This game, however, nails it. So fun. Really clever puzzles. The best cat stretching game I've played this jam and I have played more than one.
Just a minor thing, I did have a bit of difficulty with the controls. I would maybe make space a toggle instead of a hold.
Very cool concept. I enjoyed it. It was fun to create a lot of slimes and then slip away while the enemies were distracted with them.
The guns are a bit unforgiving and took several tries to slip past. I think if there was a button to gather your slimes around you, that would help. When they dashed at the gun they didn't give me good cover and when I would try to run ahead I wouldn't have any cover with them being behind me. It felt a bit luck based to have my slimes in the right places at the right time to pass the multiple guns. That said, it was not a major issue, I was able to complete it. Good work.
Great job. Good visuals, sound and music. I think the projectiles could have been a bit faster and thus more accurate but it worked with the tone. My weapon got so huge and slow I couldn't keep up with all the enemies. I suppose that's intentional but a bit counter intuitive. Having some additional mechanics to the gun and movement would make it even more fun. Something like Devil Daggers is an example of a small arena shooter with lots of things to do.
Wow I loved it! Platforming on the back of a huge dragon is so cool. I've wanted to make a game like this for a while but never have. Glad to see it's a viable concept. Was there a win condition? I seemed to have a good defense going then got risky and fell off while trying to get to the platforms on his butt to see if there was a secret.








