Another delightful puzzle game from Jamwitch, so much fun!
NotExplosive
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Thanks so much for playing and for the kind words!
We don’t currently have plans to expand this game, maybe a post-jam polish build but that’s it. Everyone on the team has other commitments so it’s unlikely that we’ll find the time to work on this game.
If you enjoyed the writing I’d suggest following tesseralis, she did a ton of the writing for this game and is excited to do something like this in the future (no exact plans yet).
As an aside: Hello fellow Ludum Dare-er! I didn’t realize it until I looked at your itch page, but I’ve actually been following your work for a while! It looks like we’ve both done: Ludum Dare 45 (Start with Nothing), 56 (Keep it Alive), 49 (Unstable), 50 (Delay the Inevitable), 51 (Every 10 Seconds), 56 (Tiny Creatures), and the most recent, 57 (Depths).
While writing this reply I found out that I left comments on the Ludum Dare page for Nothing to Say five years ago(!!), and Creative Types a few months ago.
It’s super rare to find someone as enthusiastic about jamming as I am so I’m super glad to have come across your work! I hope to see you in LD58 :)
Even with that hint I’m still stuck. I understand (from this hint) that the spells are essentially spelling messages (eg: FIRE DESTROY, TREE DESTROY, ROCK ROTATE). Given that I’ve tried all the variants I can think of for “ROCK DESTROY” and… none of them work?
I figure ROCK is either the symbol that looks like a bat or the symbol with the triangle. Or maybe it’s both symbols together? None of those with with the symbol for “destroy” doesn’t seem to work.
That’s probably more tags/users than most players collected so I really appreciate it! HeckinPuppers is pretty hard to search for because of how they type.
The search being broken is part of the immersion ;) . It really makes you feel like you’re using a terrible social media app with constant hastily-made breaking changes. (That is great feedback though, I’ll make sure searching exact usernames works as expected in the post-jam build)
That was super cool! I liked that it was half factory builder and half alchemy game and it blended the two seamlessly. I also like the "scaling" system where the game literally goes "cool design, let's see if it scales." It was kind of nice to setup a good system and then just kick my feet up and watch the cash roll in.
If you're doing a post-jam build I'd love some QoL user experience stuff like being able to select and move buildings, copy-paste, etc.
Really awesome submission, my favorite I've played so far!
I love that the title screen is a tutorial. Within the first 10 seconds I'm already fully understanding and playing the game! Well done!
For the high scoreboard it would be cool if it showed me where I placed relative to other players rather than just showing the top 10. You don't need to show the whole scoreboard (that would be overwhelming) but just like the 5ish people ahead of me and behind me.
Hey! Another submission with a portmanteau of "Architect" in the title! (Although I liked Inky's title suggestion too)
I like what the game is trying to be, but I feel like during the puzzles it's hard to tell what state I'm in and how that differs from what state I'm supposed to be in. In the tutorial I didn't realize I could grow the building one more "notch" because I guess I wasn't giving it enough room to grow? Then in the first "real" level I felt like I had everything in the right place but maybe I was off by a grid square? I couldn't really tell because I didn't have a good frame of reference from my top-down slanted perspective.
I look forward to your post-jam build if you choose to do one!
The graphics were lovely! It created a very cohesive cozy vibe.
Once I understood how it worked this was really interesting! I had a neat moment where I collected lots of water but then was unable to squeeze my way back to the flower so I had to drain some water out in order to get home.
It took me a minute to figure out what the controls were (I kept clicking on stuff not realizing I was supposed to use WASD). I also kept getting a "Game Over" for (what felt like) random reasons.
You got a lot of graphical mileage out of primitive shapes, love to see it! I loved how every mechanic felt like it was multi-purpose.
- I need to shoot enemies to destroy them so I don't get overwhelmed -- but I need to be mindful of my position whenever I shoot.
- I could use my own recoil to move more quickly to get out of a jam-- but not too much because I might run into a wall.
- I could shoot-to-shrink to squeeze through a gap-- but not too much because then I can't shoot at all.
Everything was on this very delicate tightrope. Very nicely done!
That was delightful and very tightly designed! I have 2 small suggestions for the post jam build
- I think the catalogue should be expanded by default, I spent the first few turns not knowing what to do because I didn't realize I was supposed to open the catalogue to understand the game.
- The scoreboard should show your relative placement as well as the top 10. I didn't score nearly well enough to make the top 10 but it would have been nice to know "you're in 97th place" or something like that. Maybe also show 10ish players ahead of me so I know how close I am to beating the next person up?
These are both little flourishes on an otherwise excellent submission. Great job!






















































