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11bitbay

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A member registered 86 days ago · View creator page →

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Tell me the controls on the itch page please, I was mashing my mouse for a minute with nothing happening.

For a core mechanic it would have been nice to have seen more attention me payed to it. The game is nice to look at, controls are ok in the end, but the core mechanic is expanding a ghost, and it could have scaled better, so the belt maybe doesn't leave the chair or expand. If you crunched the maths just a bit harder on the origin and pivot points you could have had the cutest little tubby ghost growing wider and wider.

Check your RNG 3 brimstone in a row should not happen within the first 10s:


A progress bar would be good, if unrealistic, so I can allow it. It was weird when the stairs starting shifting, but an escalator makes sense. Jumping could be inconsistent in that some times I could launch a second jump before fully landing, but the collision with brimstone was fair and accurate.

You are wasted on game dev, what a brilliant story line. Except for the creator being undone by a hoodlum, I could suspend my disbelief.

That's actually a super high-priority change for me:


Thanks for rewarding me with all the fun of a platformer experience without the punishment for missing pixels or milliseconds. Classic belt and novel illusion implementation. I'd say perspective was my friend here.

Unique and interesting soundtrack. Sound effects maybe could use a little more equalisation. I couldn't get the credits menu up from the main menu but did enjoy watching it scroll by in the outro.

I wanted to know more so I played it again. Love the Mode 7 perspective. The credits look nice, but was it all really CC0? I couldn't find the terms for Blood Seller factory. The vague links are the beauty of CC0. Thanks for these, they will boost my next progress. Never knew pixabay was so permissive!

It doesn't bother me, I've got you, but  according to Grass Foot Steps terms, and platformer-jumping-sounds, you must provide a link:

Under the following terms:

  1. Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

Nice music and of course the best art in this jam, well curated!

It could use a reset for when I get stuck, but I think you said that already.

I don't know what is the illusion here as you have 3 parallel realities. I did wonder about the colour blindness aspect; that green throws a harsh light. I screen grabbed girl with a pearl earring because her bandanna looked blue in all lights. Could I have been tricked into calling green blue?


That blue is only marginally more green than blue, but it was never pure blue.

Controls made a lot of sense.

So professional all-round. I particularly liked the special object implementation and graphics; so much detail! The epitome of belts.

I had to finish to see just how extensive this masterpiece is. As we're all devs here I really enjoyed the gallery section.

Good graphics and very appropriate sound and music.

It felt like the hit boxes could be a little off in some cases, making trying to get the right 2 orders on the same plate a sisyphean task. I felt like it might have been due to me playing full screen, but couldn't swear to that.

I'd have assumed everyone playing was UK/US, or offered alternative layouts. I do forget about internationalization and should really develop a "redefine keys" scene. Even with something like Jetbrains I just have to learn both the Windows and Linux variants. It takes many errors to pass those trials, so I don't think I'd be so brave as something this radical again. My first game-jam game was really novel in that respect but people hated the controls, and internationalization would explain that, I now see.

I did wonder if that *was* the game. I'll try again later, 40MB is not easy or quick for me.

Entertaining game, effects, and music. Solid, readable, retro graphics with an attractive palette.

Appreciate the tutorials, they were well designed, but fast twitch precision games can feel a bit like PE to me when trying to teach new mechanics. OTOH I always appreciate new mechanics like the legs here. I'd say the keys really were the best choice. Employs both hands without needing that useless pointing rodent.

Took me ages to figure out what the first key you were pointing at was, I guess that's internationalization proof?

Thanks for playing.

Can confirm, I have now completed it and this is what the game looks like. I simply didn't have time for a more polished end game. I believe your's only prints "Winner" to the screen, so please don't be too harsh with me for that.

I always do tutorials, but not here, because I invested so much time into tooltips. Granted the rules book was dumbed down to 1 page, but I've updated the itch page, after realising I had to upload images there and any pasted in were for my eyes only. One such image being the damage matrix. A particularly large graphic to devote game-screen-estate to.

The "map" (you are too kind, more a last minute progression tree) I cooked up in a day or something whereas the main game screen, I spent ages on. The "map" is indeed terrible, but since you finished it I would say functional :)

I think the author is saying there are no controls, or a controller is required as it broke last minute. Why would that matter if it was submitted a day before the deadline.

Those kick beats are ear-splitting in my earphones.

Those are sentient, not asteroids, hence the belt is illusory.

It is so loud, I turned my earphones right down and it still felt like nextdoor would hear it. Great music though.

Good game, but it is hard, I have to move right to the edge to scroll, and there is bound to be a heat-seeking asteroid there waiting for me.

Full weapon wheel. No ammo or health indicator, which may or may not be intentional. It's hard, the truncheon works but I seem to take damage when using it on mobs.

Needs an auto-fire mode, or at least hold to fire. I was going to ask how do I know the generators are toast, because I can still hit them. They are toast when they smoke more and I got an audio cue that the door had opened.

Fun adventure game. Nice use of illusions.

I don't understand why the game captured my mouse when:

1. The map appears to have no use. What are the icons? Where am I? Going through a door lands me in a random room with no obvious relation to the last- going back lands me in a visibly different room.

2. I could find no bombs.

I found a bomb, but placing it was no fun. I walked to the cracked rock, clicked, nothing happened. I turned around a glowing bomb was held over my head. Given the bomber man aesthetic and urgency of the situation, I managed to leave it opposite the cracked rock, but closer to the treasure chest, and its explosion was a damp squib.

I wrote this and went back to it, accidentally clicking to gain focus in the window, and I had another bomb ready and primed. I missed again, and returning here didn't replenish my bomb.

I've no idea how to get back here. I just walked in one direction until I found something that wasn't a door.

Wasn't sure where the belt fitted, but on reading the blurb I am told the belt is the bombs, and I am cooked.

No. I seem to have been gifted another bomb and made it through. Now the order of rooms is deterministic, but I've more frustration in waiting for my bombs to replenish. If indeed they do.


Good adventure mechanic.  Decent graphics but the visual and audio feedback needs more work.

Nice game loop, visuals and music. Perfect harmony by all creative talent involved. Just getting a game off the ground in this time frame is challenging, so bringing it all together like this is harder than it looks.

I am the rudest at this. I was staring at this screen for a minute. I think I need to reload

The belts look scary. I thought I was being hexed or something when I first encountered them. 

When I ended up down a hole with what I now understand to be the belt I figured it out ball mode (it's 's', not 'd').

Nice music and sounds. While I am rubbish at football and precision platformers, I like the novel physics here.

You finished your level, and acknowledged the player for doing the same. That means a lot to most people.

The rolling jump was really fun (but probably because it's OP). The platform hopping, not so much.

I got no progress, just an error after a minute of blank screen.

A classic, delivered well. Would have liked to have seen some progression, or novel mechanic, but that's not on the score cards so I'm big stupid. You have both the theme and special object, and I guess it remains to be seen how relatively well you implemented these as this is my first rating.

Of course. There are tooltips all over the game. I spent days trying to do this and obviously have failed. So I update the web page as if anyone even reads it.

You have to play it a bit to see the illusory opponents; unless they were that convincing!

Mesmerising graphics. Games this good dissuade me from entering 72hr jams.

The key is to take it easy and not rush. It's tuned to be finishable that way. Takes a while though. But it's arcade-esque with the leaderboard, so you gain recognition for putting in the time. If you wouldn't rather waste it elsewhere.

It's tiny tiny. I figured I could peek the ending and since the voting is nearly over I hope you won't mind me posting a small spoiler here.


Seems a substantial game, if I could play it properly.

Where are the instructions? I have a black screen with 2 anchors on the left and the only instruction is press 's' to save.

I reloaded and got the same thing. WASD causes "Points:0" to shake but that's about it.

The  first key I press I am yeeted into space.

After a couple of reloads I figured that the walls are just permeable and I need to correct my steering to get back on the path. Maybe the screen is smaller than you designed it for and you could ensure "more wall" is available to collision by increasing the resolution on your itch page?

I played enough to get  a sense of depth and the theme, but the small screen, and frantic controls didn't really allow me to focus on much else.

Nice graphics and controls, particularly when I learned how to mine upward.

I enjoyed the use of light as a single point on the player. This is about the only way to do it in 1-bit and the scale was good so I didn't lose too much screen to it.

If it was mine, the next improvement I would be add would be a 2x speed up option. Some rocks take too long, and the pace is such that impatient players might get frustrated. I loved the pace BTW.

Fun mechanic for a touch pad/phone. Not sure my room mates would appreciate if I was noisily clicking 1000 times.

Nice graphics, though more grayscale than 1-bit, the intention felt  genuine.


Try and let the player control the pace of dialogue more, rarely will skipping a dialogue ruin a game. It soon ended, but I already started writing this because the pace was too slow.

The game is fun, looks good, and appears well play tested. It feels like the games I used to write, when I could code everything but didn't want to let the engine do it for me. The gravity struck me as particularly stark. Not in a bad way, but floating was not what I would have expected. I don't think there was gravity because I could steer into a wall and remain suspended. Maybe that was intentional but I didn't find a use for it.

That's my only issue with the game, everything else was good.

I had to go and pick up Terarria again after all the mining games this jam. The pick rotation is familiar and satisfying, and the text and HUD are thankfully way bigger than Terarria.

PIck Man is beautiful and enjoyable. I was being tight with bullets when I saw how effective they were, and TBH didn't read all the shop keeper was telling me. If you could drip feed that info it would help, or let me pact his delivery myself, but there are sufficient other visual queues to figure out what to do.

Some games that require a pointer to aim are no good on laptop. Most, I would say, including Terarria, so I was glad that Pick Man remained playable without me having to sweat by my big PC again.

Fun game with great controls and smoothly animated pixel art.

First playthrough I thought some rooms were impossible. Second time I started recognising recurrent patterns so decided the rooms were tested and I needed to try harder. Which seemed to work. It's punishing to be sent all the way back, but I respect the design decision must have been weighed carefully, and better than I could, as a backseat driver.

Nice graphics and intriguing story but I too was invulnerable to enemies and spikes. I felt the platforms were too narrow but I am naturally bad at precision platformers.

This would do well on mobile. I would have liked some hints as to what the powerups do. The double or nothing routine would have benefited from a score or leaderboard. I play a lot of games without music or sound, it's a shame it weights so heavily in a lot of jams as I think people only listen to a minute of it before  deciding they can continue perfectly safely without needing headphones.

Damage **and** oxygen. I thought that sounded too complicated for my take on the diving game. The cracked dome mechanic works really well, with the extra screen width, and letting the player wrap around the edges adds another dimension or half. I found just L and R worked best for steering my free fall. I only scored 275 that way...

I liked how there was no story or instruction and it all just falls into place with trial and error. Reading the comments after playing indicates I was on the right track, but a leaderboard would have let me know how hard I had to push

After reading comments I discovered the attack mechanism and extended my run  a bit to 475, having to choose whether to kill jellys or scavenge platforms.

I loved the simple L-R gameplay. The powerups vanished before they got to me. So I discovered up and down. This would have been fantastic for mobile with just L-R. As it happened it is solid desktop game. I think I killed the big guy, saw a 10 pop up, but his minions got through to wreak havoc so maybe I should have seen what was the worst he would have done, unchecked. Nice art.

Got stuck in the shop the first time through. I didn't know there was a point to drilling so had no resources, and thinking that was an edge case I decided to restart. Second time I learned the shop interface is built different and I have to ignore the cursor and just focus on what the text is telling me.

Good move to not require mouse, I hate having to switch input methods.

Drilling and resource collection are always satisfying; they are done well here. Good pace.

This could be epic. I wasn't able to follow Nemorian lore from its inception in tonight's playthrough, but the music was almost rejuvinating in how it's 90s console vibes, with a ton of incredible unique tunes. I just tabbed back and I got a new one. This alone would rack up the eyeball count on a mobile game.

I really like how, given limitations on pixel count and colours, dude just has to run to the next screen to see the game's continued expression, on a new canvas. I wasn't able to master the block moving mechanic. I know I can jump on them, and throw them, so that is more original than just sokoban. The digging mechanic was great. I said that in another game with it. I loved Mr Do in the 80s and swore to rebuild it ASAP for mobile. I missed my chance here, but games like these carry that flag better than I ever could.

Gotta be over ten minutes of original music here. I detect some tracks get remixed to bulk this out even more. It's fresh and inspirational.

There's so much potential given the framework here: levels (screens) are right-sized, inventory has space and is "alive" to interaction, interesting mechanics, no jankiness.

Link, anyone can write. Post-processing without context is just delivering junk mail.

I hope you can count past 1?