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Hivemind's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Favourite | #6 | 3.814 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Credits
External assets:
Background Music: TipTopTomCat
Gameboy SFX Library: midierror
Godot Dialogue Manager Plugin: Nathan Hoad
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Comments
Such a shame about the export wug, this really would've been among my favorites this jam. Great comprehensive use of the mechanics and actually hilarious dialogue, I laughed out loud several times lmao. Hope you don't get too discouraged, you did a great job! <3
It sucks that the jam build was borked! I’m sorry that happened to you.
I’m a big fan of the movement in this game. The death concept I’ve seen in a few games before and it’s well implemented here. I had a nice little “aha” moment after 15 seconds in the first room where you had to die to take advantage of the respawn location. It makes me wonder how this could be expanded further in the puzzle aspect. Maybe this game could have used a UI indicator for your jump trajectory as others have suggested, but I didn’t mind its absence. The biggest issue for me is that jump input wasn’t buffered, e.g. the slime would only charge up a jump if I pressed space after it had landed. That made the game feel quite awkward, especially when ascending multiple platforms in a row. Also, I found it counterintuitive that a vertical jump and angled jump were the same height.
Overall well done and well executed. Even if the entry gets disqualified you should be proud of what you’ve made here.
It's a shame there was a problem with the submitted version, because this is quite a good game! The concept of using your dead bodies as platforming blocks has been done a decent bit in recent times, but this game's inclusion of Jump King-esque platforming mechanics makes the idea feel more interesting to interact with. I also really appreciate the sound effect for charging the jump, it helps to gauge how long you've charged it for and eliminates some of the guesswork.
There are quite a few levels, with some fun ideas amongst them. I really like the concept of dying and possessing a slime in another inaccessible part of the level to progress, I think expanding on that could make for some pretty interesting puzzles.
A fun and enjoyable time overall, good job!