I really love the art and sounds in this game, good job!
SpookBox5
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The puzzles in this were REALLY good. This is probably my favorite game I've tried so far, and I'll be sure to revisit it even after the jam is over. Everything, from the art to the music to the mechanics were super polished, and I'm blown away by how many puzzles you got out of just the single mechanic by simply changing the number of cursors and boxes. Super great job!
The puzzles in this were REALLY good. This is probably my favorite game I've tried so far, and I'll be sure to revisit it even after the jam is over. Everything, from the art to the music to the mechanics were super polished, and I'm blown away by how many puzzles you got out of just the single mechanic by simply changing the number of cursors and boxes. Super great job!
Super cute game! The graphics and music were really charming, and everything was fairly intuitive. The visuals/story certainly communicated the jam's theme, but gameplay wise it just felt like controlling the human instead of any kind of reversal of typical gameplay.
If you polish this post-jam, I'd suggest making just adding 1 extra "move right" instead of a separate start button. Personally, I would have also liked if the level auto-restart if the person continues moving in the same direction for too long (with a clear timer), but I can see that being more inconvenient and unintuitive than the simple restart button you went with.
This was a nice concept! Some things I liked were:
- The mechanics were really bouncy and fun, I loved watching the wedges fly into each other
- The level layouts were pretty decent and required some variety to progress (wedge stacks worked for a lot of them though)
A few suggestions for post-jam polish:
- The visuals were a little more serious than the gameplay felt, more colorful/goofy art might have helped
- It would be nice if each object displayed both its cost and there was a parity score on each level to incentivize you to do better
I love everything about this game: it looks really nice, the music and sounds are good, the level design is varied, the mechanic is creative, lots of fun movement (especially the explosion), and there's even a story. Very impressive for a jam game, I really like how you even added an indicator to stuff inside the frozen platforms
The assets on their own are nice, but they don't work well together. The battles felt a bit slow, but I liked that you could choose to heal so it wasn't completely random if you won or lost. It was also a cool idea to try to make an RPG during the jam, I haven't see anyone else do that yet out of the games I've played.
Thanks! I'm really happy with the character's actual movement in this game. I used this jam to learn Godot, switching from Unity. Godot is very lightweight and simple so far, but it took a long time to figure out how exactly to do things in it, which slowed my progress a bit more than I'd have liked in a jam setting.
Sorry, I didn't have time to properly introduce mechanics and totally agree that it gets annoying to keep playing. The slimes wiggle a bit before attacking, but yeah it can be hard to tell when they get smaller. The dice was supposed to alter your attack but isn't fully implemented due to time constraints.
I love Mark's video on Celeste, and there is actually coyote time and jump buffering in the game! I gave it a longer acceleration curve because I liked how it felt though. I checked out your game and it was really cool, I like how your roll is used for all actions and it was really fun to plan out attacks