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Caletun

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A member registered Sep 02, 2018 · View creator page →

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Oh, that's interesting! All of my friends said the laser tower was too weak ^^

Health bars are definitely a good idea - I'll add them in the post-jam update. I didn't get to spend a lot of time on balancing, but I'm happy it's fun regardless

Took me a moment to figure out the details in the mechanics, but this is probably the best-executed 'play alongside your own shadow' mechanic I've played this jam!

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If you walk out of the screen on the bottom side on the last level, it never starts scrolling ^^
Great execution, though! Always a fan of the Eversion-style sudden atmosphere shifts.
I also feel like most people will have missed the shop-locked content. I know I nearly did!

I'm.. still not sure what you'd like to see changed, I'm afraid. I do snap the player to the grid to avoid getting stuck on walls. I guess it takes a moment to turn around, because you have to finish your movement to the other grid tile first, but you can just hold down both buttons to ensure you don't miss your exit if you want to make a turn.
Movement is deliberately a bit slower, since I wanted moving to feel more like a tactical choice, rather than just hectic. I want to give a bit of time to evaluate a good path in tense situations.

Took me a moment to figure out what the mechanic was, since I just tapped space once in the first level. Really cool concept, though!

These are pretty good puzzles, and the mechanics are fun and make sense! Though I'd suggest not implementing a new mechanic every other level - especially when there's still plenty of untouched design space working with what you currently have.

Haha! I'm pretty sure I said 'oh, spleef' within 2 seconds of her saying she'd make holes for them to fall into!

Huh, that makes for 2 pacman-inspired games with Shadow in their name!
Love how the clones light up the room in the last level.

Got a score of 111 before I figured out you can jump and dash ^^
With those, healing is perhaps a little generously placed. I will say that the puck shooter likes hugging walls a little too much, but other than that, this is very well-polished!
I wonder what a gamemode would be like where the holes in the ice are permanent, or only get fixed by certain enemy moves.

The fundamental flaw with games where you race against your past self is always that, unless you don't know that that is what will happen and your past run is 'locked in', you can just throw really hard on the early runs to make it easy on yourself.
The only other issue I've found is that you kind of have to remember which side of the finish line you crossed last time to not run into yourself immediately.

This is a great idea, and the levels are well-designed for it. The movement feels a little clunky, and getting forcefully reset when your shadow runs into you (I think is what is happening..?) doesn't feel great. A button to end your current loop early and go to the next would greatly alleviate that in situations where you need to setup multiple things.

The early waves are definitely a little slow and weak - I didn't want to overwhelm the player right away, but the labyrinth is very large for waves of that size. IMO they get to a good size by wave.. 10 or so?
As for movement feeling bad - I really didn't get that impression. Could you elaborate on what you mean? You always move to the next tile on the grid once you initiate a movement, and I even implemented a button priority queue so you can, for example, start holding down while moving left to move down as soon as there is an opening.

I was going to implement a tower range display on placing, but didn't get around to it, sadly.
As for already unlocked towers appearing as rewards: Picking these lets you upgrade the towers to a new level! I probably should have changed the description for them in the upgrade menu, though...

I didn't think there was much you could do with this concept at first, but you proved me wrong fast! Pretty impressive!

Lovely concept for a puzzle platformer. I can see so many great puzzle Ideas one could do with this.
Also, the detail of the display name changing is great!

A great execution of the 'puzzle platformer where you control 2 characters' style of game this Jam has seen so much of. Adding altered gravity between the two characters is a great move, and something a lot of the other games that went similar routes could have benefited from.

Very good execution of this concept; The spring physics feel very natural. I will say that, especially once you add spikes into the mix, it feels very risky to move without having one of your characters stuck to the ground.
Also, I ran into a spike after the first door, and it closed the door and spawned one of the slimes on either side of it, softlocking me.

The physics feel just a bit off, but with the ability to reposition yourself at a moment's notice, it's no big deal. Would have loved to play more!

I'm having flashbacks to Chomp Romp from Mario Party 5...

The audio work is a bit rough (the attack sound cuts off the walk sound, for instance), but I like the game overall. The movement speed at the start may be a bit slow, but you aren't stuck with that for too long, so it's not that bad. Also, the exit portal after the boss didn't work for me for some reason.

There's definitely potential; I feel like this game suffered more from the Jam Theme than it got out of it.

Love the character art, but the gameplay is confusing and feels janky.

Fun little Puzzler, great Presentation! I do feel like the menu that shows the controls should be open by default, though.

An enemy got stuck out of bounds during level 4 and I had to try to snipe it through the wall, and then the game crashed after level 5, but it was overall still a very fun bullet hell!

Yeah, we definitely wanted the last level to be very difficult. We considered giving the player more time a few times, but initial play tests went well enough that we felt we hit a good balance between challenge and fun. Mastering the early part of that level felt really rewarding to me. It's very possible that, had the playtesters struggled more, we would have given the player more time. I might go back  and polish the game up a bit after the Jam - there's a few other Ideas we could never implement.
And yeah, the whole getting bugged into the floor or walls thing happens a little too often, and we should have fixed it.

Very cool concept! With some polish and streamlining, I could totally see this as a longer game!

As best as I can tell, the coin in the crater is uncollectible, as it seems to be below the death plane.

It is a little jank at first, but I found if you spam click, you never build up enough momentum to mess you up, allowing you to fly fairly easily to the end.

This is already a full experience, yet it has so much more potential! I would love to see a bigger game like this!

I haven't laughed like that in at least 10 minutes. That was awesome.