Nicely made game! I think it’s my preferred interpretation of the “draw a loop around things” subgenre in this jam. Doing it by character movement feels a lot better than drawing loops with a mouse for me. I had one issue where enemy projectiles (the blue and green shooting ones specifically) moved significantly faster on my end than they do in the gameplay video.
Bennett Johnson
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Really fun interpretation, and I think well-realized too! Movement reminds me of maneuvering Tetris pieces. The way the levels twist is hard to wrap your head around, I was bewildered when I started to see text upside down. I think I was able to beat it by being careful with movement rather than planning a route or 'solving' them like puzzles.
This is super cool and feels very clean. I used up my resources to hopefully help the other person playing before I left...
I ran in to two possible bugs?
- I could hold a conveyor and use it to move resources without having to drag them, despite not placing down the conveyor.
- Somehow, I was able to make purchases in the shop after leaving the shop, I would place an item and then a purchase would happen, though I couldn't replicate it after it happened
I managed to find the sober ending! I like the feel of the knockback and the dynamic music is also very nice! I also enjoyed that if I punch at the tempo of the music it's at the right speed to keep my combo going.
I had a couple observations:
- The punching hitbox is either small, or maybe it's just hard to tell where I'm punching? I struggled against the opponents who have weapons.
- Some of the text is white on a pretty light background so it's a bit hard to read.
Really unique and fun way to do a reprogramming controls idea. I could definitely imagine some really challenging levels that you could do with this system. I agree with the other comment mentioning more feedback when you die, since it's not clear at first that you cannot walk into walls.
Very nice game
Love the music, and how polished and visually nice the game is, also platforming controls feel good and fluid. One thing that would be nice would be an automated level transition, so I don't have to click next level or press enter to move on to the next one (though that's a common suggestion, so I'm sure you know).
This is really cool, controls are nice and snappy, and seeing your tank become gigantic and overpowered is pretty satisfying as well.
I don't have much to add that hasn't been said already, though I think with the minimalist art style some color or potentially subtle textures on the surfaces of the game world would do a lot to improve the visuals (in my opinion).
Really good, I definitely think there is more that could be done with this format but it'd be unreasonable to expect more in such a short time period of course. I liked the jumps where you had to swap mid-air. I think a little work on the way collisions work would make the platforming a bit more pleasant, such as how all vertical momentum seems to be killed when you collide with an obstacle. Also, really liked the decision to have the music kick in as you neared the end of the game, that was a nice touch.
Really great concept and very ambitious given the time frame. The main problem I was running into when getting thru the game was that the laser enemy would often shoot me thru the wall. I think a few small tweaks and additions would be great, one small idea would be to add some feedback for the high jump, such as a bar for charging or a sound ramping up to indicate that it's fully charged.
All in all great entry.
It's really fun once you get a feel for it. Of course as you already know audio/music would be amazing. I think what would help a lot is less boulders and more of some other kind of enemy type. For me I felt the optimal strategy was to build up speed strafe jumping, and If I did this correctly the boulders could be completely ignored. However, when moving slowly they are nearly impossible to avoid, so maybe an enemy that shoots slower moving projectiles to make circle strafing more difficult and less boulders to make some moments of respite a possibility (just my suggestion, I'm sure there are other ways to balance as well).
Also, I feel like a got a pretty good score so I want to show off :)
The art style is really sweet, as is the general concept. I felt a little bit underwhelmed by the gameplay, though that might've been because it felt a little bit too easy. It could do with some beefier sound effects or additional visual feedback during combat to help sell that the player or enemy has been hit. I do think the concept has a lot of potential, maybe a roguelite game where you gather these parts to create different monsters with different abilities throughout a run.





