UPDATED TO VERSION 0.31 - see Changelog for details
Blissm
Creator of
Recent community posts
Yeah, checkpoints are just one of those things missing simply because there was no time left in the jam. And you're right, the change of jump-height somehow got lost along the way.. However... I will change pretty much everything with the next update, as the game right now is far away from what I intended. I tried new ways of doing things, but not everything turned out how I expected. I would've never published the game in this state if it wasn't for the jam.. ^^' But anyways, thanks for your feedback~
Thanks for playing! :)
"Up" is just one option to jump, you can find the others in the description of the game. I think a gamepad is the best choice anyway, but for keyboard I'd prefer "alt-gr" to jump. EDIT: Tested again; somehow I did'nt realize that "alt-gr" seems to only work in the download-version. Another alternative for jumping would be "w" though.
You can jump a bit higher if you hold the button longer, also you can use the attack to get even higher while in air.
You can't be softlocked in the first valley, I've tested everything so you'd be able to make it up there without the bubbles.
Regarding the fullscreen: Well, I don't know. I just used it like Unity gave it to me. There's no code from me for this, so I'll have to google it myself to find an answer.
Thank you! :D Yeah, the movement isn't exactly how I wanted, especially the bouncing. It took me a while to implement the throwing feature, without even having the time to make proper level design for it... Maybe not my best decision here. ^^' There will definitely be checkpoints in a future update of the game! There are even more features I had to cut out because they weren't finished, like a bubble counter (UI text refused to be pixel perfect), harmful bubble-types and a complete new character ability. I'm also considering a competitive 2-Player mode for after the jam.
I will work further on this, so keep your eyes open for updates~ ;)
Thanks for playing! :) Sorry to hear that about your ears.. ^^' Didn't know it was too loud. I did put that in last minute and seemingly had my speakers set lower than I thought. Won't happen again! Regarding the 'sluggish movement'; maybe your talking about the bouncing..? Because somehow it decided to reset velocity while bouncing, making it feel slower than normal jumps. Wanted to fix that, but because of the short time I prioritized other things.
Oh, just saw you were streaming the game! :D I now see your struggles.. ^^' To jump higher you have to hold the button longer and if you use the attack at the highest point of the jump you can get over the steps easily. You can also use the attack to stay longer in air while you move, so you can get across the holes and reach the bubbles far above. I grew up with all those platformer tricks, so it just feels natural for me to do them. I guess a tutorial scene might help in such situations. Anyway.. Thanks for playing! :3
Thanks~ Well, I tried space for it but felt it was too clunky for quick reactions, so I chose alt-gr instead (w and up are also possible, but not recommended; full list of available keys/buttons can be found on the games site). I think it's best with gamepad anyway, but I will add remappable keys later on, so everyone can do it the way they like best. :)
Thank you very much! :D I felt like the animations were very important for this game, to get the feeling right. Especially the last one... ;3
There aren't too many tricks for bouncing, but you can use your attack to have a better timing when landing on a bubble. And in theory you could throw the darker bubbles in certain directions into other bubbles and jump on those while they're floating, but I didn't have the time to make proper level-design for that feature. There are many features I had to leave out because they weren't finished, but I'll continue working on it after the jam to fullfill the vision as intended. :)
Well, after uploading my windows build I wanted Unity to switch platform to WebGL but, yeah, it's still on it. It hasn't taken that long before, dunno why it does that or if it will ever finish...
So I hope it's ok to submit the web-version a bit later..?
I just fear that some people won't play it because they don't want to download it.
At the moment it's completely unplayable. And after all the sleepless nights I find it kinda hard to like it anymore. ^^' One week is just exhausting for a jam.. I like 2-3 week long jams much more. However, I might come back to it somehow, sometime. Or I'll just do something even better instead. ;)
I was creating an alien world, but my programmer left the project without even telling me. When I found out it was already too late to make any gameplay for it. I did try to make it playable somehow, but it didn't work out, and I would've needed that time to finish the art and design part, so now I've got nothing. The goal would've been to find some ore to be able to launch off the planet with your starship, but it wouldn't have been as straight forward as you might expect. Here are a few screenshots I made along the process:

Hi, I'm primary a game designer, so gameplay-mechanics, features and stuff, but I also do pixel art. I'm considering joining a team, since my last jam (which also happened to be my first) ended with me uploading an unfinished mess, because doing it all by myself was just taking too much time.. But as I mentioned, I'm even more into game design than art, so my question is; do you want to think of a game idea by yourself, or would you like to talk about ideas in a team, or would you even consider giving full creative control to another person?
Edit: I also have basic experience with Unity and C#, so I'd be able to implement some stuff on my own, if needed.
I really like the idea of a "cozy metroidvania". The abilities were cool, and I liked how the rooms changed their appearance after you lit up the candles. Graphics aren't bad, but I have to admit that I didn't realize I was playing a ghost, until I walked into the light. ^^' Maybe I just didn't look at the signs.. The game was pretty short, but what can I say, my game (as it was intended) isn't even finished (not even closely).
Glad you liked it! Sadly I couldn't dive deeper into level-design, because I was running out of time. My original idea was that the player would have to switch between surface and underground multiple times and even connect them gameplay wise, so if you would do something down there it would effect the surface and vice versa. (Like digging into a pond from below and having the water come down.) It also was supposed to be less linear. But I'm planning to continue development, so you can check back on the game page later on, if you're interested.
Very cool game! I really like the visuals and the protagonist being a hamburger is so funny, his design reminds me on those of some older games, when everything weird was allowed.
Couldn't play it very long though, because doing walljump with WASD is making me crazy.... But I'll play it again later on, after mapping the controls on my SteamDeck~



