Cool little game. The gliding mechanic was cool, felt like my character is made out of paper :D
Atanii
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Really good game! I loved the ambient gameplay and music, great work! :) Reminds me of earlier "ambient platformers" where atmoshpere, puzzles were much more in focus than combat.
One small thing I noticed is that the teleport ability could be named a bit differently. Phantom or maybe mirage, since the ability itself is more akin to the shadow clone jutsu from Naruto than literally teleporting from one place to another.
Something tells me your caffeine intake was crazy during the development - and probably haven't slept for weeks :D
Did not play it through but this looks like a fully developed retro NES game with great art and music, incredible work for such a short time.
One thing that was difficult for me is jumping. Almost everytime when I wanted to jump in a given direction it failed. Since both jumping and moving direction is bound to arrow keys this might come from that, but I'm not sure.
Excellent visuals and a cute little game. Music is also great. Looks like something I could find on a 90's NES cartridge.
I think I found a bug as well :D
If I pick up the shrinking stuff, then I go back to a previous scene and die there, the shrinking pickup won't be reset to the podium and I cannot take it again and got stuck.
Thanks for the feedback, I'm glad you enjoyed it! :D
I have some experience with getting lost in metroidvanias and other games...for a long time...before finding where to go so the relatively small map size definetely helped me avoiding that, altough I wanted bigger / more areas to explore with more optional stuff, I couldn't fit it in before deadline.
Incredible production, visuals, atmoshpere and game and it's really good that you can save games between sessions
The enemies felt a bit bullet spongy and sometimes it felt like the jumping sections require a bit too much precision, but otherwise it's an excellent job!
Can I ask how you did the maps? External editor or in-engine editor?
Also, the water texture looks really neat along with the other visuals :D
Thanks for the detailed feedback! :)
I myself knew this is gonna be janky so I was worried it will be "too janky" to even enjoy. I really appreciate you found some fun - and especially fun exploration even though there wasn't as much as I wanted :D
I've started the project on 30th of May so I was a bit late unfortunately. Originally I wanted more optional areas and a boss fight giving you a key to get to The Tower and some other powerups, eg. grapling hook, laser projectile...
There were some things I've done the first time, eg. CSV for some data - Godot trolled me there with the CSV with some game export nightmare - or using Blender as level editor with lots of placeholders and stuff, then using a postimport script making an actual level from that automatically.
After realizing I didn't have much time to finish, I've tried to cut my plans in a way that I can still make a game that's playable from start to finish, this was the strongest priority.
This resulted in "some" jank and prototype feeling which I myself feared, since playing through the game I myself got some strong "yep...this is unfinished and rushed" feeling.
Very good Match 3 puzzel, haven't seen this rotation mechanics in any of the ones I've played so far.
The art looks really polished and the game flows, loved the effects :D
My only gripe was that I had no music. Not sure if this was a bug or something I've missed. - I myself didn't include music in my game since the one I've composed was not fitting so I don't say this as a negative :D
I love match 3 games so this was a no brainer choice for me to play :D
At first it was a bit confusing because I think there is a bug that prevents me from swapping sometimes. In one play, I can swap - swap - ... without any problem until it's game over, in another play, at some point, the game glitches out and no matter what or how I click, nothing happens.
Also sometimes felt like there were not enough choice to swap or none which blocked me. I've never done a match 3 game - although I should - so I don't know what algorithms are there for generating pieces but that could use a little bit of polish.
Otherwise the game is a perfect little match 3 puzzle ^^
Music is great and art looks lovely.
This was something else. A really unique interpretation, sucked me in until the end :D
The conrols felt a bit strange at first but I quickly got used to and it turned out to be a great experience. The "impending doom" feeling is there the whole game which adds a lot to the atmoshpere. Visually it looked really great, especially the sun with the shader!
Thx! :D
The behavior of the enemies broke bsically at the end of the development and they started running into the walls. I'm not sure what's causing that but it was a bit awkard :D
I think I wasted a bit too much time with the shader stuff, since Godot distorted some texture colors even when nothing should have caused that and I had to post-process to make sure there are only 2 colors. Also spent too much time around the method of building the level, should have just kept it as simple as I could.
First time playing an anomaly-hunt game but I like the concept of the genre.
The game itself is simple and fun. I liked avoiding the boss behind the cubicles, reminded me of Matrix when Neo tried to escape from the agents in the office building :D
Finding the anomalies themselves felt a bit hard, msot of the time I didn't find them. Also I was not sure if I have to go to the elevator or fire escape IF the boss himself shows up but I didn't count it as anomaly.
Thank you! :)
I love breaking walls and finding secret stuff in games so I wanted to include that. I'm glad you liked the layout as well! I was not sure if my level design was good enough - although I myself liked it.
I was a bit nervous tho because since I made 8x8 tiles the "window, iron bars" tile is too dense to be able to look through clear enough to see the forest outside. I did not anticipated that when I started the development / made the art...and later I didn't have enough to switch tile size nor I wanted to scrap the 8x8 tiles.

































