Hey, thank you for that! I'm gonna upload it to my device which I have on hand now, and in case I will use the second build you added. Excited to give it a try!
Franchovy
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Super well balanced game!! I wasn't expecting it to be so playable from both sides: not too easy, not too hard. I'm also super thankful you added the simulator-accessible "press A to avoid blowing into a non-existing microphone" option :)
Wonderful, fun game, will be trying this with two players as well once I have my device!
Honestly one of the best pulp games I've played on Playdate. Congratulations for putting together such a feature-filled game in such a short jam! The only difficulty for me is the life that is so easy to lose, I wish I could have more to play all the levels! I will be coming back to play this one :)
Honestly, great game! As someone who meditates myself I found the take on the theme to be very amusing... only this monk has a lot of thoughts coming at him!! I wonder if a "zen" mode, with just the slight cranking, and without the button popping, would be appropriate for an actual meditation practice :D
Great game, simple, fun, complete with instructions. One of my favorites!
I was wondering what I had done to start the game with so much debt :D Now that I read the Explanation, it makes more sense...
Great game, I was impressed with the level, graphics, menu on first impression. I think with a bit more polishing of playability and feeling, this coud be a great game! It reminded me of gravity express in terms of mechanics. Maybe also starting out with smaller levels and some instructions ;)
Overall, great job, this is a fun game, would love to see it developed further!
Note: requires rotating the playdate by 90 degrees to fulfill the theme criteria :D
Great game, great use of LDtk (and PDParticles ;) ), fun and simple to follow. Hopefully it's not just because I'm using the simulator, but it's too bad the crank (and blowing into the microphone :P ) are not used to orient and to push the balloon! Either way for Simulator accessibility it was perfect ;)
Overall: great little game, simple and fun! Great job!
Hey! Just a head's up, I'm getting an issue which prevents me from playing the game:
Update error: Scripts/Wheel.lua:156: attempt to index a nil value (upvalue 'WHEEL_TURN_SOUND')
stack traceback:
Scripts/Wheel.lua:156: in method 'moveBackward'
Scripts/Wheel.lua:83: in function <Scripts/Wheel.lua:81>
I'll see if there's any way to bypass this!
Yeah, an end would make sense too! I was imagining a timer (e.g. 2 minutes) for you to build as far as possible, and then it restarts.
The thing that felt a bit uncomfortable was the "endless" style, which kind of progressively reset your progress and made it less motivational to get back.
But those are just some game design nitpicks! Overall the mechanic was very fun to play with and I'd love to see it used in a bigger game. Definitely gonna try out Box2D in my spare time.
Thank you for the nice comment! We're gonna consider the rewind feature... not sure if that would take the equivalent of 2 jams to implement :D
My question is... if the ladders were fixed, would there still be a need for rewind? (I'll take the blame for the ladders... spent a good 10 hours on them and only fixed them by 50%...)
Very fun game here!! A very well-executed concept. Personally felt more adept to this game as a visual-memory game rather than all the words/number based ones.... hahah. I also appreciated the extra tools available like invert/fill. Would have loved to see them in a bouncy/flashy UI but having them there in the menus was already a great help in certain cases.
Lots of fun! I really enjoyed the creativity here with the mechanic, the rotation to move felt like it was well balanced (you got the Box2D parameters right!). It was fun to try and get it the stick either to jump as far as possible or to build a steady bridge.
For the jam, I would have liked to see a little more "game", since once your bridges disappear, it's a bit sad :') Maybe a timer that calculates your high score and restarts you from the beginning afterwards, rather than being kind of open-ended. Hopefully that makes sense :)
I feel like this mechanic could be a foundation for a much bigger and more interesting game! I felt I wanted to climb up, down, carry objects with me and go even further to the right. Anyways, nice work for the jam!
For context, this was the conversation that happened inside TeamNameHere:
Creative Director: It's worse!
Content Director: It fits the theme
Creative Director: Let's do something else with the B button!
Content Director: We don't have time
Creative Director: Then let's just remove it!
Content Director: No sorry
Creative Director: Everyone who plays agrees that it's worse!
Content Director: Yeah but the theme
Rae, you've outdone yourself here!! Huge fan of the overall idea and execution. The game was very fun and the context made it that much more playable. The "three strikes" coughing was hilarious, and losing, rather than creating frustration, would get me to crack up picturing this poor fella getting boo'd off-stage!
I personally enjoyed the hard mode variation, it was nice to have that!
Amazing well-rounded execution, fun concept, really well done.





