Interesting concept with attracting the boost-fuel. It felt a little janky to collect the boosters but it kinda added to the challenge.
I had a blast playing it :)
Really really hard, but I managed to get through the game.
At first I was like: "Why a samurai?!" and then *Boom* PARRY. Really nice idea, but I would have loved to be introduced to that feature earlier in the game :)
Also: the collision is really wonky. I got stuck several times on walls and platforms. While this is a nice hack to stall the next gravity cycle it felt really weird.
But all in all a nice entry! Thank you!
Even though the controls are super simple, it took some time to get used to it. But once you get it its really nice!
Simple but effective art style. I know you should not crash into the planets but with this fancy warning animation and the satisfying explosion how could I not? :)
Thank you for your entry!
Very cute entry! Simplistic art style but it does the job well. The animations look so nice! The story element was also a nice touch.
One minor thing about the UI - the amount of chants is a bit too shallow. Instead of removing the fill, I would have removed the symbol all together to visualize, that you have already used one charge of "chanting". But other than that, really really well done.
Thank you for your entry.
I love this weird ideas in game jams :D
One thing: a tutorial or introduction in some form would have really helped. You could have started the spawning of the other objects once you pick up the metal pipe (?). I died a few times right at the start without knowing what was going on... XD
Thanks and see you!
Interesting idea and very nice art style. The snapping hand is really something :)
One minor problem: I got hit but the percentage on top of the player still showed 100% all the time. After three hits, it triggered the game over but the bar still showed 100%...
Other than that, really nice entry. Going for a multiplayer game in a jam is a really high risk, but you managed it. Impressive!
This looks really polished! Love the little robot :)
The level design was really good. I liked how you introduced more and more mechanics after each level. One minor nitpick: a reset button would help in some scenarios. The box physic felt weird at the start but once you get used to it, its really fun.
Thank you for your submission!
The VFX were astonishing, the music fits the atmosphere.
I agree with the others, that the level design is really challenging to follow - it gives the game a more "maze"-like element. Following the floor markings did the trick, but some type of minimap or indicator would have been nice.
I don't really get the "drift" from the title, but I liked the overall concept.
Thank you for your entry!
This was an absolute blast to play!
The knobs on the start screen were already fun to play with. The main game itself was also nice. It feels snappy and addicting. There is a lot of variety for a Game Jam entry. It even had some bosses.
Soundeffects, Music, Art, everything turned out really good. The effect with the music rewind, every time you collect a battery is a nice detail.
Overall, super solid entry. Thank you!
Putting a whole story in front of a puzzle game is a nice move!
As the others already mentioned, it was hard to understand, what space a neuron is taking in the grid, but I eventually made it through the game - an indicator of some sort would really add up to the experience.
I love the soundtrack, very cute and chill.
Thank you for this entry!
I like platformers and I like grappling hooks, so this was a really nice entry.
One thing I really liked was the emphasis on the camera movement on certain actions. It has this dynamic, "not-stiff" feeling to it.
Going for 3D always seems risky to me, but that stage transition was absolutely worth it.
Nitpicky stuff: the player movement is a little floaty, so some jumps were really tight. Also, the mouse was not "captured" by the game, so I sometimes hit the RMB on my desktop which caused some failures... (played it on Linux, if that matters).
Really nice entry. Thank you!
Thank you for playing!
In Level 2 and onward, you always need to select a Charger (the yellow things in the bottom) for the run button to be enabled, even if you could potentially reach the bulb already.
Yes, the battery level "registers" on a click, i.e. if you move the mouse slightly, the number on the UI element is different than the actual amount of steps / time.
Sorry for the inconveniences!