FYI there's a field in the back-end for your itch page for you to give the Ludum Dare link so you get the fancy Ludum Dare flare at the top of your page
NotExplosive
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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!
Very neat puzzle game concept! It would have been nice if there was some feedback if I was currently magnetized to the bolt I was standing on.
It would be interesting to see what other mechanics you could layer on top of this. Right now it feels like there's basically one puzzle and each level is a more complex variant on that one puzzle.
Congrats on your first solo jam!
I think it was the second level with the Y-axis scaling. The one featured in the very last screenshot your game's page. I got through the vertical drop but then I had to jump over a series of short walls and I was struggling, even when I scrunched the world down as small as it could go. After 4-5 attempts I just kinda gave up.
The execution is a little rough but the idea is super solid. The concept feels so obvious given the theme and yet I haven't played any submission that played with "scale" in the way that your game does.
I got stuck on a level because I kept messing up the controls and tripping on a collision box. I felt like I understood the "puzzle" but I couldn't execute on the solution.
I've done a lot of game jams-- this jam was my 33rd game jam.
As such, I've played and rated a lot of game jam entries and none of them compare to mateemaliklol's 2024 magnum opus: ShrinkIt. Never has a game kept me at the edge of my seat, leaning in towards the screen, wondering what's going to happen next. Truly a masterpiece that will be remembered throughout the ages.
Love to see LÖVE! Very cool puzzle framework with the potential for a lot of interesting puzzles. It's cool that you can go into previous rooms, but I worry it can lead to you getting stuck because you made a mistake 3 rooms ago (maybe you've ensured that's not mathematically possible but it sure felt that way when I got stuck).