Really fun idea!
I like the low-res retro graphics and the mouth sounds as SFX.
The flail was a bit hard to spin up and move and the same time.
Played through all levels, really fun puzzle game :D
Music is good, visuals are good and consistent with the theme. The controls are simple altough there was an initial learning curve where I had to figure out what to do exactly.
The web-building is a bit glitchy and buggy sometimes but managable. The level selection doesn't list the last 1-2 levels.
The artwork and the main character is really adorable :D
The game itself is fun and it felt cool to "go full Sonic" with walking + blasting fireball without a stop, not sure that was an intended feature or not :D
The music is really-really kick*ss.
The face like rock/hole patterns on the background hills reminded me of Mischief Makers (almost everything had a face or at least something reminiscient of that), and old N64 2.5D platformer I've absolutely loved back then.
My only complain is that there were no landmarks or anything to really differentiate between specific parts of the map which made it a bit confusing to navigate.
You've put quite some work into this game and I like it even with it's flaws. The intro / bootup sequence is really cool and the retro graphics / music is fantastic.
Fighting and movement felt a bit clunky but since clunkiness is something my game has as well I think it's okay :D
The game itself reminds me a little bit of Pseudoregalia, probably because of the focus on movement.
Thx!
The main premise is the "anything can be a cog if you are insane enough"
For now this is just basically the fact the any object can be spinning if placed next to one that's already spinning. + Most of the objects are made out of materials that can interact.
At first I've tried RigidBodies where the shape and other stuff would mean more but it turned into some uncontrollable chaos - too much for the game.
On the other hand it would be still great to incorporate some + extra mechanics and materials, but for now I'm waiting for feedbacks and gonna play some other participant's games :D
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.