Nevermind, it was because of a missing font. It works perfectly in HTML5.
0xNil
Creator of
Recent community posts
I really like this game idea : that's a pretty simple horizontal Space Invaders like game, but the different modes, and the interactive tutorial made it even better.
The art was nice, the sounds were good too (mabye the SFX were a bit too loud sometimes).
A little thing is the contrast of the black ship (the enemy I seen the most often) : it's black on a black background, and the outline doesn't help enough.
I'm pretty sad you lacked of time to finalize the 2 other modes and some more enemies, but I'll for sure play them when you post an update.
Good game !
Very unique concept. I really like it. I wish you expand it after the jam.
That's nice you added dialogues and funny descriptions. The music perfectly fits the game.
Only one bug : clicking on ROM Hacks names makes you jump (for some reason, it doesn't happens at the beginning).
I found both endings, it was very fun to discover the different paths.
Probably my favourite game so far.

Very good game. Many mechanics are borrowed from mario, still a good work to implement them all + a few more (like the creative TV mechanic)
I really liked the art & colors changes for each world.
Also, thank you for not making us restart from Level 1 when we died three times.
A little story is always nice. However, it was too silent.
Even if the game is a bit too long for a jam, very good work !
Nice idea. Instead of the jump button, you interact with other elements.
The spike explosion SFX destroyed my ears. I think that happens because each spike that exploded plays the sound.
The artstyle was consistent (except for the player that stayed in pixel art). However, I didn't feel the retro vibes to be honest.
Good level design (even if you want to make it a little bit easier for game jams).
The concept is pretty fun.
Art is a bit too simple, but the effects made it much better. The purple attacks are hard to notice.
For the gameplay part, I think you should make the platform shake just a little bit sometimes, or mabye add some recoil to the shooting, because I found the perfect stability spot and could stay here, and that would avoid that situation. Also add or increase the fire rate limit. You can literally hold the mouse button and you fire so fast that you can just spam without aiming.
For the theme, I haven't got enough retro vibes. Mabye for the gameplay.
For some reason, the game crashed at 4 minutes 18. And there was scaling issues : the tutorial only appear on 1/4 of the screen, and while the gameplay appears on the whole screen, the red flash appears on 1/4 of the screen too.
The limitation added even more challenge to the game. And the hitboxes were at player's advantage, which was very satisfying.
Good work.
WAIT. I missed that...
======== How to use the mouse ========
// Try to cache the return of .get_mouse() as much as you can
var mouse = my_crt.get_mouse();
if mouse.valid {
draw_circle_color(mouse.x, mouse.y, 16, c_blue, c_lime, false);
draw_text(mouse.x, mouse.y, string(mouse.view_index));
}
But for some reason, I had too find multipliers that I still don't know how they work (was trial & error)
var mouse = crt.get_mouse();
if mouse.valid {
mousex = mouse.x * 2.99;
mousey = mouse.y * 2;
}
Reminds me Level Devil and Opposite Day gameplay, also Flash games vibes.
That's good for a first game. Also, it perfectly fits the limitation.
I'll still give you some ideas of improvements : coyote time, smooth the dash, input buffering, stop movement at death and jump and dash SFX. And mabye more mechanics and better art if you plan to continue working on it.
Also, I wasn't able to get the right sandwitch. Even with the sprint button (that you don't mention anywhere from what I know).
Good luck on your gamedev journey !
A really solid entry.
The art is peak, very good color palette, and many details. The 3D elements gave even more depth. And everything was animated.
During the tutorial, I didn't understand any ability, why would change the seats, etc. But I kept playing, and started to understand a few abilities, thanks to the icons and the highlight when the ability is enabled.
I wouldn't have understood the theme interpretation without the other comments. For the limitation, it was in the Best Ending 1 I think, but it wasn't enough a part of the gameplay.
Amazing game! It will definitely win the jam.
The artwork is very good, you mixed pixel art and classic digital art very well. The sheep is so cute.
It is very, very, very polished and juicy. The UI just have good transitions, and the physics make the game even better (I was trying to score goals in the trash bin from behind the ice cream machine lol).
Everything was very intutive. Good tutorial.
The only problems I found is that there is no real goal to achieve, except completing the recipe good, which is already good. And also that the limitation is only title-based with no impact on the gameplay.
Chill very solid entry !
Awesome art, the environnement is well drawn, everything have an animation.
Good music.
I won't repeat Lestavol's feedback about lighting and random pitch SFX, with which I entirely agree.
However, I think the UI doesn't fits well the tone and the colors of the game. I think some changes on the buttons, sliders, and font color would make the UI much better.
I'd say the game looks a bit more Spring-themed (because of the optional color palette I think), but it's okay because fishing still reminds Summer.
Mabye the game was a bit long for a game jam, I still finished one game, but I hadn't the time to make a second one to see what happens if you don't follow the path of friendship.
But the different phases of gameplay chain well. And that was nice too see a game that implements dialogs and a story.
Congrats to your team!
I'm impressed of the artwork and the animations, they are really clean.
I wasn't able to get 1st place unfortunately, I think you have to search a lot for it. Also, I don't understand some things, like the bait choice (does it really matters ?).
The game was a bit short in my opinion. But at least, everyone do a full run.
Nice audio.
Good game !
Challenging game! Actually, the controls were good, that's just the velocity that is hard to control.
I have a few remarks about the gameplay part :
- I was frustrated of not being able to go fast.
- The difficulty curve wasn't balanced as the hardest part was the beginning.
- The hitbox is way bigger than the character, while it's usually smaller that the character in many famous games. In my opinion, that's not a good way to add challenge, as that only adds frustration (a good example of what I mean is the World's Hardest Game's hitbox).
Also, I would recommend to avoid using mixels (different resolutions of pixel art on the same artwork).
I didn't really get your interpretation of the theme. For the limitation, I understood it thanks to the other comments. I think you can make the text grey on black, but give it a bit more contrast, as that's really invisible if your screen luminosity is low, and also bad for accessibility.
Nice level design.
Good Music!
overall nice!
The bee squad idea is very original.
It took me a while to figure out all the mechanics (like how do you get a new bee, can you regen, how zone change works, etc.). I felt it a bit unintuitive at the beginning.
The artstyle is very well executed. The soundtrack fits it.
However, I don't understand your take on the Limitation.
Fun game!
That's true the rythm starts to go much faster the last days (I wanted to give some challenge). Not reading the narrator too often is understandable (that's why it changes only once a day). We also fit the limitation with the lie about the required money amount.
We haven't thought of that for the music. We will probably change that after the jam.
Congrats on winning!













