Fun little idea, but I never knew how cursed inverted rotation controls could be until now lol
Cammymoop
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I did manage to softlock at the checkpoint after the stomp ability by going there without the stomp ability. But otherwise pretty fun in the later 1/3rd especially. Good use of basic shapes to make some interesting enemy and environment visuals and great use of the palette too, though I think the level geometry itself could've used some more visual variety for sure.
The animations were a highlight for me, the platforming was pretty good with only a few nitpicks being it wasn't very clear when the hover was working vs out of juice, and I think the stomp into jump could've used some more audio-visual feedback to help distinguish it from a late jump after a stomp which is just a regular jump at that point. More work in general on the sfx would've gone a long way actually, but it's good that there is already a lot here.
Also the cat looks like a fish in the 2.5D mode
Congrats on your first finished jam game! The strong points were definitely the enemy art and the general visual style.
I did manage to beat it, though it seemed like picking higher max stamina effectively was a downgrade that just made the stamina charge slower lol, when I didn't pick that it suddenly became easier. The timing/animation of the attack felt kind of awkward and hard to tell if it was doing what I wanted, could have used a little more feedback and responsiveness and maybe some more prominent animations and sfx. The combat itself was super basic and didn't seem to require either any strategy or much timing/reaction speed, so it really suffers from the individual attacks and taking damage not having any oomph to them.
Also the music was nice but without spooky ambient or active sound effects from the creepy monsters the audio experience doesn't quite fit the visual experience I think haha.
As for the palette theme, I don't have a problem with the graphics style as-is, but with 90% of the game being pure black or white which wasn't from the palette I don't think it really fit the theme very well. I think it would've been better to use the darkest and lightest colors from the palette instead of black and white for theme purposes. Outside the context of the jam though I don't mind the style!
Also a bit weird that you control the combat parts entirely with the mouse and the upgrade in-between entirely with the keyboard.
A lot to improve on but still a nice first go!
Cute little puzzle game, I think it would've been nice to respawn on the last platform when you fell off instead of starting the whole level again, or just have less jumps in general, since restarting the level after making 10 successful jumps and then missing one doesn't feel that nice.
I would've enjoyed more puzzles or more different mechanics too but I did enjoy the ones here already :>
Oh btw just a heads up. It looks like this is a godot 4 web export with multi-threading enabled, itch forces these to open in a new window on Firefox because of technical reasons. But you can disable multi-threading support in the web export in newer versions of godot 4 at least (under the web export go to Options -> uncheck "Thread Support") it should also be off be default as well.
Heads up! since there's no description on this page here's the text from the game page:
Not a complete game, just a gameplay and visual concept. As per the Palette Lock Jam theme, this game uses the Pollen8 Palette by Conker
You need to be boosting to destroy enemies by ramming them, running into an enemy will deflect you by 45 degrees to whichever side you hit them on. Try to take out groups of enemies all in one go to prevent them from respawning. The enemy shots do nothing, they are TOO WEAK
Hint: The short range blast can be used to take out an enemy without being deflected.
Controller recommended. Controls:
Move: Left stick, WASD
Turn Camera: Right stick, [, ], Right click drag
Activate Boost/Center Camera: A/B/LT/RT, Shift
Stop Boosting: Hold Backwards
Short Range Blast: X/Y, Space
Reset: Select/Back/- (twice), R (twice)
Hi Neno, thanks for still playing!
I do actually still plan on an update or two for this game, I have started posting what I'm working on in a discord server here (working on other things atm but buildslime isn't off the table) https://discord.gg/kTczauKN
You can join if you want to see progress before updates get posted or just check this page for when it gets released.

Can't for the life of me figure this one out
I think I exhaustively checked every direction I could push the horse to get onto an X and it is only possible with the box on the edge of the map leaving me stuck -_-
very rude indeed mr horse
I'm not sure if theres some other action I'm not aware of or if it's just impossible
Here's mine made using Godot 3.1 https://felixnemis.itch.io/crate-buddy
A short puzzle platformer where you only have one crate






























