A downloadable game for Windows and macOS

Buy Now$1.00 USD or more


A downloadable game for Windows, macOS, and Linux

--Edamame is a logic-gate / block-pushing puzzle game where you guide Millman the engineer through a series of puzzles where you connect logic gates and wires to complete every level. Put yourself into Millman's shoes and solve puzzles by pushing blocks around!


- 15 challenging levels

- Cute and quirky NPC dialog

- Logic gates and Digital Design

PlatformsWindows, macOS
Rated 3.7 out of 5 stars
(3 total ratings)
Tags2D, Colorful, Singleplayer, Turn-based, Unity
Average sessionAbout a half-hour
InputsKeyboard, Mouse


Buy Now$1.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $1 USD. You will get access to the following files:

edamame_mac.zip 47 MB
edamame_windows.zip 29 MB

Development log


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omg this game looks so cute :) if you ever add controller support or ARM support on maybe sequels or future games, it would mean alot! keep up the great work

sounds interesting, does it support controllers?

(9 edits) (+1)

The art is super cute and the puzzles are great so far! (Except level ÷. I had to decompile the game to find out that that you can possess the lifeless avatars by clicking them. With that information, the puzzle was fun, but that really needs to be communicated, haha.)

But, yeah, to echo what You're the They/Them Now Dog said, the UI/UX could use a little tuning. On top of what they've said though, adding music/sound effects would really elevate the experience of playing this game! There are a lot of well made and free to use options on OpenGameArt. (If you'd like some recommendations, I can definitely find some tracks for you!) Alternatively, you can create some great results by clicking around on Beepbox.co.

Outside of music, the only sound effects I can think to add would be for movement (possibly with an altered version for rewinding) and for dialog.

Oh, one more thing: I'm not sure if this is intentional, but some puzzles use elements before they're explained.(I ran into this with the XOR blocks, the goop blocks, and the... dead bodies? I still don't know what they're supposed to be, haha.)


I really appreciate feedback like this!

I will try to update my game based on the feedback

Also, yeah, sound effects and music is something I should definitely look into, I'm not that good at music, haha :(

Your comment has really helped me!

(1 edit) (+1)

Love the aesthetic and high-concept, and so far the puzzles feel nicely thought-out, but holy mackerel you need to make the controls and UI consistent. There is absolutely no understandable logic to which keys do what, whether the mouse is useable, etc. Please consistently use “Esc” to exit/cancel, any of {“Z”, “Space”, or “Enter”} to confirm, and if you’re going to support the mouse in the UI, please do so for every button!

Also, don’t animate text speech letter-by-letter, or at the very least, let us hit the default “proceed” button to skip the animation.

Also, if the “options” button in the main menu does nothing, don’t show it to players and leave it to them to figure out that it’s broken!!

thanks for the feedback! this helped a lot.

you can actually skip the text animation by pressing X but i forgot to put some instruction about that in the game.

Whoops, I bought the game but there's no macOS build yet! Any ETA? :)

(1 edit)

crap. that totally slipped my mind. I'll do it as soon as possible.

No worries!

(1 edit)

i made a build for macOS

Ty! 🍒

(1 edit)

Could you make a build for Linux, too? It works with WINE, but a native build would be appreciated nonetheless.

Edit: Just finished the game! The mechanics have a lot of potential, and I'd love to see them explored further.

I feel like some of the levels were too open-ended and easy, and would have benefited from some constraints to reduce the number of possible solutions. Take the levels in Pipe Push Paradise or Stephen's Sausage Rolls, for example, were you often have a clear goal but the obvious path is obstructed so you have to rethink how to get there.

(Of course, it's a tough thing to balance, since you risk making the game too tedious or too opaque).

For example, I think the ∨ and \ levels are perfect as they are, but levels like □ or ↑ focused way too much on introducing new mechanics instead of on making cool (but approachable) puzzles with those mechanics.

Anyway, I enjoyed this a lot! Have a nice day :)