You know the effect that you repeat one word so many times it loses all meaning? That's what farts are to me now.
Boback
Creator of
Recent community posts
Thanks for playing! The decision to keep the Options button without any option was one of the many that I had to take during the last melancholic hours of the jam :D It's all a blur to me now
Oooh I have many favorite parts. The brain storming phase is the top. Especially if I'm making the game with someone (or someones) else. Apart from that the sound design is a fun part. Especially if I'm making and recording the sounds myself.
What about you?
I mad J.U.L.I.A.N reach his dream! I loved the minigames in between more than actual fight. The narrative was nice and the money and reputation system can go a long way if you spend more time developing. I got tricked in the beginning and missed a few punches to the punchbags because WASD worked on UI but not in minigames :D
Nice little jam game. I loved that you chose not to show the timer to the player. It always kept me wondering how much faster I can finish and do the "main" part which is throwing hoops. I managed 19 on the second night and 11 on the third. I also like the friction that the obstacles cause with the player. It made me think twice before spamming sprint everywhere. Good job
Very good point. That is a point of consideration for the future updates. I definitely wanted to fix it after the first play test, but some people starting to like the fact that you can't always trust things to play out 100% as the previous fall. I don't know yet if I'm gonna change it or not.
Thanks for playing and thanks for pointing it out
The game is so well-polished for a 4-day jam. But what sets it apart for me is the clever puzzle design. Puzzle games are usually not my favorite, but this one rewards thinking outside the box. Each one of the levels teach you their own thing. I must say that I don't yet know what level 4 and 5 have to teach :D
Really nice artwork and good use of the sphere shaped levels. Sometimes my one dude that had the key got stuck in the back, so the door wouldn't open :D
Maybe it could be a good idea for the whole group to own the key rather than one person. But it might be an intentional mechanic too. Fun game either way. Oh and a way to restart the level before the rocket goes off would be a nice quality of life feature.
Unbelievable how much content you could produce in such a short time. I was thinking of making a narrative-focused game as well. But I decided against it because it's so much work. Really well done.
The only thing that I would change about the game is make the tutorials a bit more action-oriented instead of just explanation through text.

