Game and Physics: Water Cat by MoD_Wiz
This is a puzzle platformer but also a speedruning game with central mechanic being ability to change water level, variable depth of water if so to say. Yes, i completely missed the last s in theme of this jam and realized it only on the second day. 😭 It also imitates some retro handhelds and you can actually play it with touch since virtual buttons are functional!
Its possible to get stack but pressing R will restart the level.
Created by ModWiz, except music. 
Note: ~~Integrated version lacks music 🤷♂️ Windows version is recommended.~~
Fixed it, enjoy integrated html5 version!
~~There is a bug, Cat sometimes is getting locked out, but couple of presses of spacebar/e will fix it.~~
Changelog v.1.01:
-Fixed a bug, where cat would get stack after unlocking the door with key and then trying to pick up an item or pressing action button.
-Fixed a bug where level by level times would duplicate at a final screen after beating game more than one time.
Ratings
| Overall | 182th | 3.875⭐ | 42🧑⚖️ |
| Fun | 132th | 3.863⭐ | 42🧑⚖️ |
| Innovation | 82th | 4.013⭐ | 42🧑⚖️ |
| Theme | 587th | 3.413⭐ | 42🧑⚖️ |
| Graphics | 505th | 3.513⭐ | 42🧑⚖️ |
| Humor | 176th | 3.538⭐ | 42🧑⚖️ |
| Mood | 444th | 3.55⭐ | 42🧑⚖️ |
| Given | 51🗳️ | 74🗨️ |
As an aside, I played the web embed version and the music worked fine. Did you possibly fix the issue but forget to update your description text to reflect that?
I love to see a new platformer mechanic that I've never seen before, great job!
Yes, i just fixed and was updating description. Timing!
Thanks! Perhaps not so unintended 😏
Strong use of the water as a mechanic which makes for some fun and challenging puzzles. Well designed and fun!
Great mechanic, though towards the end the levels became a bit repetitive. That might also be a result of this being a jam game; it's hard to add complexity in 72hrs. Would be fun to explore this puzzle concept further, with some extra twists on the core idea.
Aside from the lack of diversity in the puzzle solutions, this feels polished. Great work in so little time.
I really enjoyed these puzzles. The mechanics are clever, and the difficulty curve just right. Great game!

(READABLE) Solid puzzle game, loved the mechanic. Great job!
If I had to nitpick - there are very small things to point at. First, the tutorial is spread, but I'm not sure on the order of the key introductions. The R (reset) key should be communicated right at the beginning, because it was possible for me to get stuck before it was shown to me that I could reset (to be fair, there was info about it on the page). The other thing is the minor graphical inconsistencies in resolution: some text is hi-res, some lo-res, the button on the right pixelated vs the in-game graphics. IMHO consistency would make this game even better.
As I've said though, these are minor things and the game already feels pretty great. Awesome work, congrats!
Loved the cat animation! :joy:
Cool that you managed to make so many levels and come up with a unique puzzle mechanic. Very nice.
At some point, it got a bit repetitive but still very enjoyable.
@ansible Thanks! The cat is a longboi. Or longgirl. Longcat anyway !
@sangheli I am quite fond of it, can't you tell :-)
@jadener Thank you, I also feel this is an appropriate amount of time for a GameJam.
@ghettobastler Thanks and appreciate posting results!
@drfoxxx Thank you and i actually wrote a post about non text communication about difference between box and key here it is if you want to read it: https://ldjam.com/events/ludum-dare/57/game-and-physics-water-cat/the-things-i-learned-during-this-jam-part-2
@harmadillo Thanks, its something I struggled with, not wanting to create more complexity in controls. There is a priority system that in theory should prioritize certain items (per level) but it's not entirely reliable unfortunately.
@larsievl Thank you, I was not sure if I would be able to make control with mouse/touch possible in time, but managed it.
@willianfhs Thank you, do you by any chance remember what was not clear?
@a0405u Thanks, i quite like this level specifically and even wrote about it in this post if you interested :
https://ldjam.com/events/ludum-dare/57/game-and-physics-water-cat/the-things-i-learned-during-this-jam-part-2
@gordo-mcschnordo Thank you, yes, playing without arcs is frustrating, so they were implemented very early.
@yancharkin Thanks!
@deformhead @oliver-day Thank you.
@prvaak WOW, thank you, I am flattered!
Yes, the R tutorial really should be earlier, it's possible to softlock yourself before this information is shown, my plan was to mitigate it by making a softlock detection system, it would light up the reset button (on device) and highlight text (R - RESET also on device) but unfortunately I ran out of time and didn't implement it. And i do agree, game could be more visually coherent.
I also think that part of it is that I maybe put too much attention in hammering mechanics through level design and overdid it, I wrote a blog post about it here:
https://ldjam.com/events/ludum-dare/57/game-and-physics-water-cat/the-things-i-learned-during-this-jam-part-2
Maybe this feeling could be somewhat mitigated if game had less levels, since some of them have similarity between them and also some levels take much more time to beat (even if you try yo speedrun, when you know solutions) comparative to others.
Thank you all for feedback!
I thought some of the puzzles were a little basic, even near the end. It makes sense that they shouldn't be too time-consuming, in order to facilitate speedrunning, but I never felt like there were "clever" solutions to any of them - I kind of just threw things onto each button as I needed them, and everything worked out. I don't think you necessarily need any new mechanics to make them more interesting - just try to think of out-of-the-box ways the player could interact with the game systems. It's definitely tricky to design puzzles that are both interesting to solve and able to be done fast, but I'm sure you can do it! (To help with that, I would suggest increasing the speed of changing water levels/floating objects. It's sluggish right now and gets in the way of the speedrunning.)
In general though, this is a really concise package that does a great job at integrating multiple styles of play - that's not too common in jam games, which tend to be one-trick ponies. Nice work!
I'm nowhere near the top score, but I didn't have to restart, so that's got to count for something, right? :rofl:
Great job!

Difficulty scaled up very reasonably and as some people mentioned above - levels in general were on the easier side, but at the same time, that's what I really prefer when playing jam games. So, well done and congratulations for your score!