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(+1)

Love the aesthetic, the dark tones and low drones contrast nicely with the brights! I'm also a sucker for the main character design and the design of the central room. 

The squash-like bouncy ball combo mechanic is fun to play around with, I feel like it could've very well carried a game on its own. The literal last button presses in the game seem like a fun angle to explore further, in a Portal-esque sense, for puzzles or challenges of "how do I get my ball in this mode from this position?" Speed could work into that as well. Though in those cases, I'd suggest reducing the need to time the parry, as relative positioning would play more into it. Either way, fun playing around with the two main moving parts!

While I can see that tying abilities to whether or not your ball is in a given mode can add to an interesting juggling act, I don't feel like the game quite got to the point of exploring that under pressure. In most cases, it feels like a matter of toggling through to just get to the thing you need. A little bit of extra minimalism could be squeezed out by using the same button for each "ball-mode-ability", since only one is equipped at a time anyway, maybe?

I appreciate the use of the full screen as the map. (All the more when not accidentally clicking outside of it, oops!) Utilizing modern day massive screens like this makes for a nice breaking of how we engage with the hardware itself, and had me looking at different parts of the screen as though I was scrolling through the map using my eyes rather than the controller. Leaning into this some more and leaving behind the tab-to-zoom, to fully commit to the bit might uncover some more fun design space. Bonus points for making looking at the (mini) map into a fun spin, rather than a reluctant concession.

All in all, there's a lot of fun ideas here with strong potential of their own! I think the game could benefit from picking one and focusing more on it for a while longer, to explore how we can play with it. This many abilities in within the scope of a jam, while impressive, can feel a bit like you're either rummaging through your stuffed tool bag at each obstacle, or playing Simon-Says with the environmental cues.

(2 edits)

oooooo firstly,  thank you so much for your feedback! and happy that you liked the art!!!

i thought a lot about the parry timing, but since it was a jam and i wasn't sure about the median skill level, maybe i leaned too much to the big window; you can probably feel that i was quite spooked if people wouldn't find the speed desirable with the bullet speed in the scroll(kinda like the settings in rhythm games). But i want to rework it if i get back in this project!

 yeah, i think the thing i'm regretting most in this was exactly about the power up activated by getting the bullet ): i don't think i'd change it overall, but wish i worked in some fun gimmick/puzzle that made it shine to justify it... in my head planning(shoud've never trusted it btw) i would have time to work on in, but the last two weeks went so fast i got quite desperate 

OH! i was thinking exactly while working on this, if the experience would be different in a really big screen...? and  the whole idea was to make it really detailed(art wise) when you zoomed in toooo wish i was fasteeeeerrrr but i'm happy you liked the mini camera!!! had a lot of fun implementing it(instead of doing the zoomed in art)! there's also a small easter egg if you scroll in the mini camera!!

but yes, i had a lot of ideas in my head, made it all half assed somehow and wish i had managed my time better... 30 days jam is a really weird experience, like it's a lot of time but at the same time it just goes flying . But im glad you liked it(i hope)!!! i had a ton of fun working on it!