I bet NO ONE can get a 25 combo!
abho
Creator of
Recent community posts
VOIDFACE is a bullet hell boss rush that’s gone through a lot of planning, prototyping, and iterations. The end product? A difficult game all about beating bite-sized deathless challenges. Brutal, flashy, and minimally maximal.
Think you have what it takes?
The demo is great for seeing if the difficulty and format of the game is appealing for you. If you want your progress to carry over to the full game however, play the demo on Steam instead.
Play it in your browser! VOIDFACE (DEMO)
Love the graphics and sounds, the presentation is adorable in this game :P
The tension from the controls getting more confusing every time was actually quite fun! I managed to get to day 9 on my first try.
I do wish this game in particular had the controls shown in-game. Jam games usually give controls in the description, which is fair, but since it was the whole point for this game it would've helped a lot to see the controls, and maybe even which ones are disabled or changed.
Spraying the fire is so satisfying... amazing juice and polish! Also, really dang challenging; my best is level 7.
It could just be me being bad at the game, but it feels like recoil is calculated kind of weirdly? Sometimes I would stop moving and just shoot, but my player wouldn't get knocked back in a straight line like I would expect. It feels really slippery.
Also... a game about "wild" fires... I see what you did there :P
I managed to get a whole 99 stars!
The rules are fun - they add to previous rules, but sometimes a rule change can remove them as well. The assets are super cool, and of course, meeting the chasing Staro was a fun twist. I do wish there was a star counter so I could know how many I had, and how many until the next goal.
I enjoyed this, it was cute and cozy :)
It's really cool the different ways customers hinted towards what flowers they wanted, not always being straightforward - but talking about the circumstances, the color, what flowers they don't want, and even the names of the flowers / soundalikes. The events outside of the shop affecting what customers want is interesting, too!
There are some ways to tell what Cobb is doing - if he can smell, he will make a sniffing noise at intervals which gets faster the closer the scent is. Also, his eyes are always looking in the direction of what he finds interesting, and intense ambience only plays if he is aggressive. Icons in the top right help with knowing your visibility/noise, but it's up to intuition to know if he can pick up on it.
That being said, I do think more ways to communicate these behaviors could help players and make Cobb feel more alive :P
(Btw, you can always see the rules in the pause menu if you forget what they were.)
This game is absolutely fantastic - cute and simple, but with some surprisingly hard puzzles. Really enjoyable, and amazing concept - and plays so well into having unpredictable rules. (I didn't read the animal descriptions or hints because it is a lot of fun to just figure out what each animal does)
This is one of my favorites from the whole jam!
Love this style! Weird, wacky, and unsettling characters; and lots to see.
Unfortunately, my game crashed half way through (while trying to room transition in southeast), and the pacing of the game was slow enough that I didn't want to redo my progress. Regardless, I can see there's a lot of potential here!
So, it took me a long time, but I finally realized that the physics were changing based on the color of the background (well... the story literally talked about the mist, I just didn't catch on lol). That's actually pretty clever, but I still really struggled to beat the game. Funnily, I think I died more to the edges and sides of platforms than I did to enemies.
I think there were some framerate dependencies as well? It's hard to tell since the physics is constantly changing, but it seemed so - I ended up switching my framerate and noticing differences.
I think it would have been nicer if the mist was more predictable, but it was surprisingly fun to try and match the waves of blue.
Try and make a jump sustain system where it doesn't just cancel your jump, it changes the height of the full curve instead. It'll feel a lot more natural this way. Perhaps you can manipulate the gravity of the player directly to be less when you hold jump - I think this is what a lot of platformers do.
Ooh, I probably didn’t unlock dash then - I ended up playing until the first boss, and couldn’t beat it cause I’m bad xD
For making it feel less rigid, you should first get a solid jump control. It felt a little like I was just moving up, then moving down again. Try seeing what gravity values work best, and make the curve into the peak of a jump smoother so that there is some fine control.
As for the claw attack, was I mistaken in thinking you aim with mouse? For me, it would always aim in a different direction from where I clicked.
Thanks for playing!
Level 6 does get pretty difficult (and I agree it’s a little unbalanced), but there are ways to lose cobb even if you get seen or sensed. If you run into darkness while he sees you, try staying completely still - he won’t be able to hear you. (There is still a chance he might investigate the area randomly) This doesn’t work if he has smell, you’re right about that - but smell is proximity based, so your best bet is to keep track of cobb’s position on the map and not get detected in the first place.
The art is so clean and cute, and the music and audio is well made to fit it. I love the presentation!
For gameplay, I keep having issues with the camera not following my player and getting softlocked, or not being able to reach items - and I just find the flow of the game confusing. The growth rules for plants are difficult to discern (as is the point of the game), but I didn't really know where to even start to figure it out!







