I had a lot of fun with this one. The puzzles got challenging real quick. I had a hard time determining what the depth of some of the transparent blocks were and could not get my brain to figure out the WASD because it was rotated. I'd get it right for a while then get them flip-flopped.
Boomuroom
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Really nice use of the theme. This was a fun little puzzle game. I think there is a missing collider on the first platform that you jump up to. I fell through the bone pile and ended up inside the platform. At that point I think you are stuck and have to change channels and fall through and die. Either that or there's a hidden secret that I wasn't smart enough to find. :)
Great work!
I am impressed at how much you got done in the jam. Three mini games is no small feat. The enemy projectiles on the first one did not seem to work except for the blue enemies. I also ran into an issue on Gold Digger where I paused the game then returned to it. I was able to move the character during the pause screen. Once it resumed the blocks passed me by and stopped spawning which left me just standing on an empty arena.
Those issues did not stop me from enjoying your games though. I really enjoyed Gold Digger. It felt like it had the most depth (pun intended). I also liked the use of the TV as a means of simulating an arcade. Very clever idea.
Hi. Thank you for the feedback. Those things could definitely use more love. The other bar is a "sickness" meter. Eating candy fills it up and it drains slowly over time. Once it is full every candy you eat can make you sick. Once that happens you are slowed, cannot run, and your energy regeneration stops. I had a full-screen effect to show it instead of a resource bar, but I found that doesn't work on the web build and I didn't have time to figure out how to solve that. Oops.
Really cool game. Kind of feels like Slay the Spire. I was a little frustrated with the reward mechanic. I had a setup I like but when I beat the boss it required me to replace an ability with a new one. I would have liked to keep the same setup I had and skip the reward. Otherwise, really great game!
Thanks for playing! I had bigger plans for speed mode, but time limits got in the way. What is does right now is increase enemy movement speed by 20% and increase the biscuit value of everything by +1. Collecting biscuits and bouncing on enemies gives 2 each and the "Risk it" option gives 6 instead of 5.
I had planned to make a variety of these and offer a handful to the player at the start of each level as different ways to incentivize increasing risk for more biscuits.
Movement is pretty buggy. It seems like the game has two things that say where the player sprite should be. Player movements seem to be based on where the player was last, but it ignores when the player sprite is repositioned after taking the stairs.
I like the idea of the game and would like to see where it goes if you work on it more. Also, I think I'm #20 for you! Yay!
Really cool game. I'd probably buy something like this if it were fleshed out and multiplayer to dig on the beach with friends.
A couple pain points:
* As others said, the lag. I'm sure that's something that can be fixed.
* I had to order items with a bag otherwise they'd bounce off into the ocean. It would be nice if they had reduced bounciness when getting air dropped.
* (Not really pain) You are allowed to take the items from the tutorial into the rest of the game which lets you skip most/all the progression
I liked the skeleton model. Very nice. Nearly gave me a heart attack when I took it back on the boat and it arrived standing up right next to me!
Interesting game. I think there is a collider on top of the cookies that prevents you from jumping on them. I got stuck on top of them a couple times. If you feel like dipping your toes into shaders, there is a really simple combination you can do using Shader Graph to make your portal look much nicer.
Have 5 Nodes in the graph:
* SampleTexture2D - RGBA(4) connects to the shader's Base Color input
* UV > Rotate - Out(2) connects to SampleTexture2D's UV(2) input
* UV > Twirl - Out(2) connects to Rotate's UV(2) input
* Multiply - Out(1) connects to Rotate's Rotation(1) input
* Time - Time(1) connects to Multiply's B(1) input
Have 3 inputs:
* BaseMap - Texture2D - Can be simple texture with straight lines on it. Connect to SampleTexture2D's Texture(T2) input.
* TwirlStrength - Float - Controls how twisted the lines get to make the spinny portal effect. Connect to Twirl's Strength(1) input.
* TwirlSpeed - Float - Controls how fast the portal texture spins. connect to Multiply's A(1) input.

This will twist up the texture you plug into it and spin it around the center making for a neat spinning portal effect.
Thanks for playing. I had thought about putting in a shop of some kind, but I did not have time to get around to that. I think if I had more time that is something I would play around with. The slippery feeling is because the acceleration is not instant. I also wanted to put in some mechanics to interact with that such as a challenge mode reducing your acceleration and an item to increase it. Unfortunately those did not make it either, so things just feel off.
Interesting idea but there's a lot of small things that are frustrating in the game. The biggest one for me is I cannot click the restart button so I have to reload the game whenever I lose. There are also points where the game seems to teleport me from one place to another and that causes weirdness with the physics.

