awesome!
BoomBox5
Creator of
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I love how the puzzles are designed, it's just the right amount of confusion so the realization of how something works is even better. It's a really creative use of the theme and the ways you use the main mechanic, and it's super polished and a decent length. I also really like the small story that is present, and how nothing except which keys to use has to be explained. Amazing job!
Thank you so much! Sorry, I know some of the executions of levels didn't really require using the main mechanic at all. I actually mainly thought of the final level first (but added it last), but as I made the rest of the game I had more trouble thinking of different ways to encourage constantly switching control. I thought about removing the ability to completely control one character over the other, but I thought that might make it frustrating to people who took longer to familiarize themselves with the mechanic or wanted to play it like a traditional character-swapping game.
This was a super charming and well made puzzle game! Every new mechanic had a great introduction and interesting integration into the gameplay, and all the puzzles were super well designed. Apart from a handful of bugs and lag spikes, mainly at the end of the game, it's super polished. The music was also really pleasant, and the slime bounce was super smooth. The only real complaint I have is that you can't go very fast in large areas, but I guess the sliding animation looks better than nothing.
It's a decent Metroidvania for a game jam, but it definitely lacks polish. While I appreciate that different areas have different colors, the environments do still look very bland with only one kind of tile. The story and dialogue boxes are a nice touch, but other than that it feels like you wanted to make a Metroidvania more than something that fits the theme since the "Joined Together" theme doesn't affect gameplay at all.
Extremely clever design and nice music and visuals. It's definitely harder than I'd like but it does a great job of introducing mechanics, so it's more of a personal preference. It's really satisfying to beat a level, but just a tiny bit frustrating by how precise some need to be (I didn't finish it, I got to the one with the Jumping guy and the ball). This use of a 1 button control scheme was REALLY smart though, especially on how the ball mazes flip.
The knockback from the gun was really smart, and I like the overall idea. The little limit on how many bullets you can rapidly shoot is a great touch too. My only critiques are that there isn't much visual feedback to really sell destroying tumbleweeds, and you can wander away from the cacti that are supposed to make it harder to dodge.
Thank you so much! I only did the level design, programming and character animation, though I did suggest adding background variety to my tile designer (I think it got lost in communication), so I did what I could with the stripes to make the levels at least seem a little different. I'm sorry about the physics bugs, I had to move on to complete the rest of the game on time (most of the levels and objects were created or finished a few hours before the deadline) . I had some sounds I wanted to add to add to the charm, but due to a lack of experience and time had to cut them to make the deadline. I'll continue to polish the game after the deadline though, hopefully removing the frustration you had to deal with.