Thanks man, appreciate it. Yeah i realized too late that you could do both a web build and a native build on itch, was my first game jam rip.
I noticed with some people, it should stabilize quite a bit after playing a minute or so once the particle and other shader effects have all loaded in the first time and are cached. Regardless, appreciate you giving it a shot.
clem
Creator of
Recent community posts
Finally beat it lol. I do really like the idea of making every shot high stakes (N targets, N bullets). But you'd probably need to think about what should happen then if they waste a bullet, do you restart, do you give some high skill way to earn your bullet back, etc. Because right now if you miss, you know your round is over but the game just kinda keeps going. Also the movement felt great, solid character controller. Congrats on your first game, was the same for me!
Thanks for playing. I will definitely tune it after the jam as it's been very hard for some people (I did the classic zero playtesting and am good at my own game thing). For what its worth if you ever feel like trying it again you can cheese it by just spamming the parry since I don't actually lock it out
Found this from a streamer who played both our games back to back!
I really dig the moody atmosphere and the narrative framing of losing powers to make the platforming more deadly. It would be super hard to pull off but I could really imagine this idea expanding out into a sort of reverse metroidvania.
I'm not sure what exactly i'd prescribe, but i can say what I felt at times was that I was running out of bullets not necessarily from my own fault but more from rng. Like it felt like there's an iteration on the AI/level design that's not even too different but that would feel more fair if you ran out of bullets, bc you'd be like 'yeah I could've managed my movement/shooting better'. Ofc take it with a grain of salt, like I said it could just be a skill issue on me.
Thanks for trying it! Actually you should be able to skip it but i could've made that clearer. If you hit spacebar or left click any time after the death screen starts it should pop the menu button early and you can just go back and restart should be pretty quick. Same if you kill the count you can skip through the title drops into the next level.
And yeah sorry I didn't have much time to try to optimize the web build, and I actually didn't realize until too late that you can have both a web build and a download 😭. This was my first jam and upload to itch
Okay actually so clever, and fun. Kinda tickles the brain. I really wonder what it would feel like if it was instead hold keys to keep fingers closed, feel like this could be more difficult physically but more intuitive mentally, my gut says it would feel really good but you never know without actually trying it.
Thanks for playing! Yeah I wish I had had time to add an easier mode for more power fantasy, or more cues to help the player.
Yeah pretty much, for the death I basically duplicate the two actors to their own render layer, then there's a special camera that only sees that layer that has its own custom environment and lighting. Glad you liked it!
Found this game because its named the same as mine, and we had a funny mix up with a streamer where he thought both of us in chat were suggesting the same game. Tried to explain but not sure he'll put it together. In any case wanted to come check out my name twin.
This game is actually sick, very unique and fun way to pull on the reaction-time + aim-train dopamine. The tutorial is actually really good, goes a long way to ease you on board, could imagine without it you might thing its more complicated than it is, nice touch for a jam
Yeah I crunched at the last minute to try to get a web build up hoping it would get more plays than a download, but clearly it just melts some computers rip, wish I had had time to optimize the web build. I think you'd also like some of the other effects if it didn't lag so much for you that you couldn't progress, just in case you ever come back to it. Thank you for playing and streaming it!
Yeah I totally hear you. If I had more time I would've playtested more and realized I should've made it more forgiving, or given more obvious cues rather than just rely on player reading their animation. Fwiw if you do ever try it again, try parrying earlier than you think since you'll get more grace that way. Thanks for playing
I wanna understand this better bc something about it intrigues me, but i'm not sure i fully get it. I like the cold open, does a lot with a little to get you interested, I also quite like the cute weird simplified enemies. The combat feels quite punishing or unintuitive to me, I kept dying until i just started spamming kick which seems to stunlock most enemies, but couldn't get passed the boss after a couple tries.
Thank you for the feedback. Honestly means so much to me that you want to critique it that thoughtfully, lets me know you can really see it. Yeah I wish I had more time to properly stress test the browser version, and across different machines, unfortunately just started getting too close to the wire, running natively it is a lot better and I imagine would be on more machines, plus there's probably some low hanging optimization fruit. I totally agree with all your critiques, from the tuning to the features to the experimentation, its all stuff I would've explored much more if I had more time, hopefully still will. Thanks again
Jimonthy no!
Cute game, fun and simple, honestly kind of addicting. I wonder if it might be interesting try removing the cooldowns, and making hitting the static asteroids a failure (jimothy smashing too hard). I felt myself wanting to play it that way. Background and contrast is a bit harsh on the eyes is one critique, might be hard for some people
