dude me
Brevillo
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Recent community posts
Interesting idea and I had fun beating the first level. For me the level was too big to walk around and I lost motivation since the platforming is pretty tricky. I would recommend making the starting levels smaller so that the player can try the platforming challenges again faster and find the artifacts easier.
Despite its simplicity, I had a good time with this! At least until the level became impossible from my previous inputs...
At first I thought the other inputs were random and I actually enjoyed the idea of that since the levels were simple enough that the struggle was fun. Once I realized it was my previous inputs and that I couldn't reset, it became a bit more frustrating since it felt like I couldn't really plan for that level-to-level.
Overall though, a fun little experience, well done!
I like the concept and some of the game feel is pretty good, especially the combat effects. The controls are a bit slow and I found myself getting knocked down a pit a couple times which was a bit frustrating. I think it would help if the level was smaller since I have to play through it over and over. Overall though, a cool idea with decent execution!
This is a really cool design idea, as a game designer my mind is racing with the possibilities for expansion with this. I think something that could really help though is having percussion that always plays to help get a sense of when my shots are gonna fire. The balancing is a bit off, since the blue notes are so much more powerful than the red and green, and the game gets really hard later because of the floaty ship controls, but I think for a jam submission the balancing works good to make it a short and powerful experience. Really great job with this!
Amazingly well designed. It feels like such a simple idea, but everything builds so naturally and is extremely engaging. The game feel is also on point, with particles, sounds, and effects. Level design is immaculate, and the game wrapped up well before overstaying its welcome. Overall, very impressive from a game design perspective.
Short but sweet! Solid execution of an idea that really matches the theme perfectly. I appreciate the bouncieness of the character and world animations, and the art style overall was quite charming. The puzzles were pretty intuitive and fun to figure out, although some more variety of mechanics and a reset button would be great additions. Overall, great job!
I liked the vibe of this game, the retro art and pixelation created a nice atmosphere. The gameplay was a bit too difficult or confusing for me. I ran out of ammo and then didn't know what to do. I think the UI scaling on the tutorial was a bit broken since I couldn't read everything. I like the concept though!
I was very intrigued by the name of the game, and I love the concept! The game was quite difficult for me to understand, and the tutorial had a bit too information for me to remember when playing. I would suggest having a slower ramp up in complexity, and ideally an interactive tutorial. I think it could also be helpful to have the tutorial information displayed in the pause menu of the main game so I could remind myself of how to play since there are a lot of buttons to remember. Have a goobertastic day
I really enjoyed my time with your game! The level and puzzle design was really solid and I never got stuck for too long, and I was always able to reason about what I needed to do. I appreciate the effects you added for things like the death loop and the portal, it was a very effective for the making the game feel good to play. My feedback would probably just be to invest more time into visuals and audio to make it more satisfying to play while figuring out the puzzles, but overall a really great submission. Nice job!
This game shot good vibes directly into my skull, quite fun! The sound design was simple yet effective, and the dancing animations were really great. I'd love to see more variety in the types of characters you need to give good vibes, like maybe one that infects others with bad vibes, but for a short game jam experience this was still great. Nice job!
Awesome! I've never seen a puzzle/speedrun/horror combination like this, but now I wanna see some more! My only feedback would be to have the monster move a bit faster, since once you've figured out most of the puzzle and you're trying to figure out the ending, you just have to wait for the monster to catch up. It was very satisfying to figure out the ending, and I had a great a-ha moment when I noticed that it seemed like the monster opens the door when it reaches it.
Cool game! The simple exponential growth followed by the toppling tower was perfect for a relaxing playthrough. My feedback would be to make the buildings more differentiated in how they function, and maybe add in some kind of time aspect since later on you can just repeat placing an apartment and an office over and over. I was also a little bummed that the toppling of the tower didn't happen until really late into the game and once it started I could really only delay the inevitable, so some way to stabilize the tower would be great. But for a jam submission it was perfect! Great job!
I really like the idea for this game, and the goofy vibes are very strong, especially with the duke-nukem style voice line at the start. I also adore the UI work, the little animation that plays when you first enter the bank is very well done and adds a lot to the tone of the game. The feeling of grabbing the loot was also very well done, and I like how there was some variety in them (and how you can kill people for it lol).
The movement is pretty good as well, and you really can't go wrong with a dash-jump and shotgun jumping. I will say that the low FOV made it difficult to get a good sense of my surroundings, especially when i go super speed with the dash. It also took me a while to realize that shift in air would do a slam, so that probably would have helped me earlier.
I would say the difficulty is a bit too high (could always be a skill issue of course lol), at least considering how much time you have to reach the end. There's an interesting aspect to how you have to decide how much time to give to each room before moving on with the heist, but I wasn't ever able to get a sense of this because I always died way before the timer even got close to being done. I think a lower difficulty combined with a shorter timer would let the heist part of the game shine more, since the player could do a few runs at first to start getting a sense of how quick they should go. At the moment, it seems like the difficult boomer shooter and heist game are at odds with each other, when I think they could work together to elevate them both.
The gunplay can also get a little frustrating since there is no indicator when you've gotten hit except for the number at the top silently stretching (amazing animation btw). A sound or screen effect would have helped a lot in letting me know if I got hit. It was a little bizarre that the gun doesn't aim straight at close range, but honestly I got used to this and it added a quirky charm to the game.
Well, that's pretty impressive you guys managed to make all the levels in one day! We made it a priority to start level design as early as possible, since I've been in that same situation of reaching the end of the jam with all the systems done but no content. You guys clearly have the rest of the process nailed though!
This game is nearly perfect! The art, audio, game feel, and pacing were great! The only thing holding this back is that some of levels require slightly too much precision and the lack of checkpoint can be pretty demotivating when you die at the end of a level. Love everything else though, the three characters each feel amazing to use!
Also while the time slow effects while using the anvil make it feel powerful and weighty, they also make it unnecessarily difficult to time switching to other modes when falling, mostly for the section where you turn into the anvil above a laser.
Amazing presentation and a fun idea, the art/audio/UI/ is nearly perfect! Unfortunately, the gameplay is so hard I lost motivation to complete it. Some of the mode combinations are pretty much impossible, like king mode + slime mode in the tight levels. I'd love to see the quality of this game paired with a more approachable level of difficulty, because damn! It looks so good! Best of luck to you developers.














