With the dialogue, I wanted the characters to have a strong personality past just a fun design, so I made the characters have different punctuation styles and word choice. Glad you enjoyed it! Whilst I was testing, I also ended up noticing the weirdly low change the blue (style) moves would give, but I was a bit too busy fixing the spaghetti code I had hastily cobbled together a couple hours before the finish. I'll be looking to fix the game in a while, and I have actually seen one of the error dumps WebGL gave in that specific fight, seems to be some array overflow problem (although I do wish Unity was slightly more tolerant to weird stuff happening, it probably wouldn't have done a huge amount). There's also a bug with the following cutscene, which is entirely due to my cutscene code being a complete mess. Either way, It's good that you still enjoyed it despite some hiccups!
GoldenOrange
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Sar Dean has a natural talent for some epic tricks! The artwork and environment design along with the fun and wacky outcomes of doing a trick were absolutely the highlights for me. This game looks really good! I did end up finding the movement to be a bit unrewarding, though. The trick key also being the space key felt a bit weird, and those physics are quite bouncy as well as being slippery. I did also end up across a softlock (here's the location:)

I did rack up a crazy combo though! If there's one other thing, it's the fact that the slick tricks of Sar Dean are covered too much by the toppings.
Overall though, I had a good time getting some massive combos in a really well-done environment!
I beat up those fellas, and I have a couple thoughts on the experience. The fighting is slick, with the main sauce coming from the dash attack being the main lead into a combo. The world is a tad empty and the difficulty wavers based on strange hitboxes. However, the main artwork is really quite good! It definitely makes up for a bit of the responsiveness from finishing off an enemy. I would like to mention that, when you lose, going back and hitting play causes all movement to be incredibly slowed, and I'm pretty sure this is because the unity timescale wasn't reset. Just though I'd mention that.
Other than that, neat ideas!
Oh yeah, now this is cool!The game sent me straight to it on startup, which is always very nice. Getting into it, the physics are quite satisfying. I wish I could have more control of the baseballs (like a way to get them off the ground), but it's still good fun to bounce around the stuff. The presentation is also really well done! Then, I was bamboozled by [the gimmick], which I won't spoil for anyone who skims the comments, but once I realised what was happening, it got a whole lot cooler! The gimmick didn't just feel random and hastily implemented either, kudos to that! However, there was a small problem: the game, after a couple rounds, just gives up and crashes for some reason. I'm unsure as to why, but I went through twice and that's what happened both times. Still, from what I played, I really enjoyed myself!
I can't believe that I could play as none other than a purple creature named Bingus. Truly a swell naming choice! I checked this out mainly because it sounded entertaining. The fact that it was a full-on beat 'em up surprised me, especially with the multi-hit combos and diverse moveset! The drone was also quite entertaining. However, I do think a little more focus on just the beat 'em up aspect could've been helpful. I did end up finding the lack of response to my attacks from the enemies from normal attacks and a general lack of threat from the enemies a bit weird, and the targeting didn't work super well. However, I found using the ground-pound mixed with the charge punch made for some satisfying tomfoolery!
Neat game! I went in completely blind and didn't expect an intro cutscene,but it certainly made it vibe in that kind of arcade intro way (which is good!) I appreciate that y'all made it skippable though. I enjoyed the gameplay a decent amount (despite the fact that I didn't realise how to move quickly until later, I skimmed those instructions pretty quickly), although I did find the flying enemies to be the most difficult to deal with, because I found it hard to avoid their attacks, in part due to ice launcher walk lock cooldown lag (a bit of a mouthful!) Other than that, it was cool to slide about and create over lava. I also liked the aggressive squash and stretch in the animations, very tasty.
That's unfortunate that you ended up encountering we veritable kaboodle of glitches. That's more what I expected players to encounter, but it didn't seem to end up working out that way for most, which was good. It's just too bad that the bugs didn't evade your playthrough! When you say ambitious project, oh boy, was it ambitious. I spent so much time on this game and even still only managed to get something nominally working because of the server problems. Thankfully the duct-tape job held up alright. Good that you still enjoyed yourself, despite the bodge job not working out!
Cool take on a metroidvania-like game! The idea is super cool, and quite a lot of what I played felt like y'all were in-tune with your design choices, because it really gets you using the different aspects of the abilities. I did when the second ability was introduced, the clunkiness of the keyboard controls certainly showed, but it's not something that's too much of a problem to fix, I don't suppose. To be honest, that was my main issue with the game. The controls were just tricky to deal with, and I certainly second the recommendation to use a controller. Past that, the scope is really impressive for a game jam game, quite a long one!
Aside from the keyboard controls issue, this is a well put together jam game!
A really interesting mix of artistic genres! The world feels massive, imposing, and weird, compared to the more cheery and silly (in a good way) artstyle of the characters. Speaking of which, the characters are quite neat! I really like the facloneers. About that gameplay... I'll be real, it is a bit empty, but seeing as you mentioned you bit off more than you could chew, it makes a lot of sense. I wandered for a good while, but then I accidentally found speedrun tech where you can spam respawn the butter whilst running with the menu open to quickly get to the ECO area. However, the butter physics and splat sound effects are very slick. Well-done butter, but it could use some splat VFX (for extra sauce, but it's not a critique, just a silly little suggestion!) It would certainly be interesting to see where this game would go in the future. There's definitely some interesting world-building going on, and mechanics are there, but I'm not sure where this would lead. I'd be interested to see more.
I went to play this game almost purely on the basis that the name was a reference to monolithic structures in Elam, I think it was. Great idea to do so! I really enjoyed this game. I have played a sokoban game once or twice, almost entirely as a result of a game jam, and they've always been good fun. I really like how instead of simply making a little puzzle game where you lose when your screen gets too filled or the things reach the top, lasers end you in this game. It makes it so you can keep going, which works perfectly for this game. The movement is also nice and snappy, with the visual style nicely matching up as well. Fun ZX-Spectrum-like aesthetic! The puzzle itself was also interesting. Great game!!
I'm pretty sure this is a vampire survivors-like? Something like that, It was pretty neat! There's a wade variety of options and upgrades along with a difficulty scaling that makes this longer than a regular game jam entry... which is probably why I never got past level 4. I'm not sure how long you can go, but it took metwenty minutes to get solid damage out. I started with the knife, and had some difficulties killing enemies. I then moved on to the other choices of weapons offered (because I got a different starting loadout) and found much more success and enjoyment there! I did find after several tries that I wasn't really able to improve the attack stat that much. In conclusion, I have a skill deficit at games like this, and people more well-versed with this kind of game would probably quite enjoy it (although I still enjoyed myself well enough)!
This is like a cleaning sim, but instead the gameplay is entirely different! Jokes aside, I really like the idea of launching yourself around, cleaning up all of the evil messes. I did find that the gameplay was a bit janky, though. Sometimes the grapple hook wouldn't be thrown, I would end up in several walls, and sometimes momentum would cut out or start up at unpredictable times. It was also quite tricky to hit the enemies! These were noted on the second level, but the first level was really fun, and allowed for a slightly slower approach, although I might simply have a skill deficit. I liked the speed on the second level a lot though, despite problems with hitting enemies and getting to them, launching through the level was quite fun. Despite the issues, it was a pretty good experience overall!
Ducks with hats are truly epic design - I checked out your game, and that duck was also very swag! I just didn't know what to comment, so I didn't end up doing so. Good that you enjoyed the presentation, it was quite the challenge to get that all together before the deadline, but I'm quite happy with how it turned out!
After completely ignoring the warning and resulting in zero problems on my end (dunno why it's doing that), I must say, this game was pretty slick. The visuals? very slick. The delectable pixel consistency and comic panel-style presentation was very swag! Most of the gameplay? A solid 2d platformer. However, I had a problem with the silk rope: it was quite hard to control. I finally managed to bash my head against the mechanic enough to figure it out, but it took a bit too long to do for my satisfaction. Other than that, It was a fun time!
I went on a ride to deliver those pizzas and hoist the profits, but I thought the company would be able to fund something that was less... touchy! Sometimes it was smooth, slick sailing through the terrorized suburbia, but then my cycle would spin me around and I would slippery slide to a halt. I guess the company also laid off some employees, as it seems I was assigned to a large part of the city... a bit hard to handle! However, I must say, what I saw looked great!.. y'know, as much as an apocalypse looks nice.
Out of character, the visuals are awesome! I really liked the aesthetic, and I liked some of the gameplay, but that cycle could be tuned better, and also allowing me to use that cheese launcher more would be cool!
Part of those problems come from a rushed development, mainly the movement gimmick. The movement gimmick was going to be a bit of a skill expression thing, where if you are closer, you can deal more damage (and you can), but when you are further away, your style is better because the trick visuals are better. The blue moves are trick moves, and it seems they might have been a bit undertuned, as yeah, they don't sway your battle advantage enough. Generally using a variety of moves allows you to push your advantage better, and the tricks are there for that. The combo system was made around that idea, and I was going to give more incentive to use combinations of moves more (there would be multipliers in the code) but I ran out of time, even after working a lot. I had to focus my attention on fixing bugs over refinement of the system. It was an overscoped game, as you could probably tell!
Really good point to bring up, but the tl;dr is that I ran out of time to do balancing and make those moves more useful overall. The main use in the current game is to use before and after attacking moves to keep a good combo up!
Hmm... The title screen is really polished, and it looks really good! Then you get into the game, and the movement mechanics are pretty good, the classic crouch, bounce, and slide, the sorta classic kit and caboodle. For me, though, the absolute best bit was the grappling hand. It was very satisfying to fling myself through the areas (highly out-of-bounds as well) at enormous speeds. Despite the fact that there wasn't tons of game here, that mechanic kept me around for a little while. I'd say if you were to continue making this game, that would be an aspect that would be really neat to focus a bit more on, that mechanic is really fun to use!
I was right to go and check this game out! I saw it when it had three ratings, and it's great that more attention has been brought to it, as it's a really cool game! I like the monkey ball-likestyle of gameplay and visuals, although I think it definitely stands on its own instead of being an alternative to monkey ball. I found the controls to be a bit weird, though. The camera controls didn't carry over to the dashing mechanic, and I generally just went for dashing and turning instead of turning the camera. That was probably the least slick part of the game. The level also had a weird difficulty curve, where it was quite easy and then turned quite a bit more difficult. It didn't matter too much, but it was a bit strange. However, all the other elements are very slick. The dashing controls are intuitive and fun, and they aren't too punishing (although maybe they should be a bit more!) The graphics look cohesive (very important) and work well with the gameplay style, and the music is excellent. Good tune, great fusion-ish vibe to it! (I kinda think it would be cool to hear the soundtrack on it's own, very slick.) Good stuff!
Oh, and here's my score:
Ouch, unfortunate you couldn't finish this up in the way you wanted! I see the vision, and I think it's a cool idea for a 2D Platformer, it feels quite unique for the genre! I did find a bug though: if you get the sword stuck behind the main obstacle in the game, it never comes back. I'd also like to mention that it isn't explained in-game that you can directionally input where you want the whip or sword to go via WASD. I'm mentioning these if you end up updating the game. The controls could also be a bit more friendly to use (maybe an indicator on where you are throwing, using the arrow keys to aim, and then left click/right click to use the whip/sword, although you might have different ideas for it) I'd be interested to check it out in the future if it gets updated!
What a good idea for a game!I like how quickly you can get into the action and start playing. The choice of implementation is also incredibly smart, very intuitive! However, I did find the difficulty scaling went up too quickly, along with the limb movement sometimes not registering. Other than that, a fun arcade-like experience.
The classic arcade-style game makes an appearance in great style here! The game itself is simple but enjoyable, and the accompanying presentation is really good! I will say, the difficulty curve is a bit strange, and I do wish that the sliding mechanic was a bit more prevalent (I really enjoyed it, It also makes you go faster which I greatly enjoy) but other than that, it was a clean and fun experience!
Awesome! I like trying different artstyles out for game jams, and so when someone recommended the idea of pre-rendered models, I went straight for it! I had a lot of fun working with it too, the visual style is something I too quite enjoy. I didn't expect the battle system to be so enjoyed, though! It didn't have as much testing as I would've wanted, and to be honest, the code is bodged together and rough around the edges. Still, it's good to know that in the end, It worked out just fine!
Neat and unique physics game! Although the movement is sometimes a bit slow (If you could go a little faster, that would be very nice), I enjoyed navigating the terrain and dodging obstacles. I did find that getting defeated due to a snowman near the very top of the screen felt a bit unfair, but in general that issue was confined to one snowman sled in level 2. The art also felt nice and cohesive, nice and wintry!
Good heck this was so good! The first thing that I noticed was the visuals. Not only do they look really pleasant, they're also quite consistent, which is very satisfying! I especially enjoy the rippled light effect, which added to the dreamlike feel of the entire game. The gameplay was really simple, but I still enjoyed it as most of the levels were pretty nicely put together, and the movement controller was... slick! I did find the last level to be a bit disorganised, and it was quite a simple game (there was much waiting, and I never felt at a huge risk), but I did beat the game, and enjoyed it greatly!
It seems the greaseballs did in fact affect my PR, my score was F-B-A-B-F-B. I found it was a bit hard to manage the large volumes of enemies, and the movement was a bit funky with the hopping, but man blowing them away was great fun!The music was the thing that surprised me the most, I did not expect a game jam game to feature alt-rock tunes like that! The boss theme reminded me of the battle themes in Persona 5, good stuff!
That's really good! I think I found where the no tricks bug came from for me: I had the tutorial pop up and didn't realise that I needed to click the checkmark, and ended up pressing space a couple times. Honestly, I found the game to be a perfectly good difficulty, but I didn't realise that I was getting damaged by the objects until I checked again to see if I couldn't trick (thankfully I could).
That's good! I probably should've tuned the RPG system more though (I had only tested it properly a couple times), but it's great that it managed to not end up being too punishing for the player. The style was mainly influenced by Saturn/PS1 RPGs and the pre-rendered games of the era. It's actually quite a fun style to work with!
I was highly amused by this game! I played three rounds of the level, and Iquite enjoyed the general gameplay loop, even if it was a bit hard to figure out what was happening in the beginning. I will say though: it was kinda confusing to play though and not be affected by some objects, whilst being affected by others. I also didn't lose sometimes when getting crushed, but then on my third try I did. One last thing is that I wasn't able to perform tricks. Spacebar never seemed to to anything. However, I did still enjoy it. The addition of a stomp was really cool and worked well with the game, it feels to me that navigating the chaos is the main idea and it works really well to fulfill that task. The music was also quite funny, well done!
The first part is good! Glad that both of those aspects hit well. That other part... yeah, no surprises there. Unfortunately because I ended up finishing everything in the game super late, I had nowhere near enough time to bug-test. Even the extra hour still wasn't enough to fix all of it, sorry! There's about four other cutscenes and several other enemies past that point, so I might figure out what bricks the game to help give a little guide. Thanks for letting me know about that bug too, seems like another one I just didn't catch (of course!)
Thanks for playing!
I quite enjoyed this game! The interpretation of the theme is something I didn't expect, and what a good interpretation too! The visuals are really good overall (aside from a bit of a stylistic inconsistency in the menus), the pixelated high-quality MS Paint vibe (this is a good thing) add to the overall silliness of the game. Speaking of which, I did find it to be a bit easy, but it was still enjoyable to see the little guy get chucked through the slide(s). There was one problem, though: the beehive slide sound effect is not very easy on the ears. Turning down the voloume did the trick. Those were really my only problems, though.
Overall though, I thought it was a great little experience! (Here's my highscore)
You're the first person who mentioned the music, good to know it was appreciated! The other person who worked on this game did the music, and the genre is basically whatever we were feeling like. the main track is also (somewhat) adaptive, because we though it would be cool! (It's also like 6 and a half minutes long, which is pretty funny)






