Fantastic game! Everything fit together super well. Can't believe you were able to craft so many wonderful and detailed levels. The VFX and shaders indicating when you were running out of stamina/energy were really fun. Great job!
celloloops
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Thank you for playing! We really appreciate your feedback! We would have loved to add furniture and decorations for the shop, but alas we put that out of scope for the game jam.
The masks were procedurally generated, with each mask being composed of three components. Each component had multiple art and color variants. A lot of love went into the masks, but in the end we only had to draw 15 images to give us 254 unique masks.
Great job! Game style felt really unique.
I ran into a few roadblocks:
- Gate before the first mask - took me a while to realize I just had to kill a set number of enemies before the door would open.
- Equipping masks - try as I might, I couldn't equip that first mask once I had it. I tried clicking, clicking and dragging, highlighting with arrow keys and hitting "enter," hitting "Q." Did I run into a bug? Or miss something?
Screenshots look exciting! Would love to try to get further.
Great job! Impressive scope for a fairly short jam.
Super minor suggestion: the master volume was turned nearly all the way down for me by default, so I didn't realize the game had music and SFX until after the game was over. I *think* your volume control is just in DB (rather than scaled to "linear"), because for me, I couldn't hear anything unless the volume was dialed up to almost 100%.
Great progression system! Little bit difficult to rip the masks off at the beginning, but I think that's because I tried to click and drag left to right, rather than up and down.
Hilarious how crazy the screen looked after I'd unlocked all the upgrades and dragged the black hole to the center. Great job!
Nice! After a lot of struggle, I got to 5 masks! I felt really good about the progression until that point, and then I got a little lost by the level layout (probably my fault for not having a good sense of direction). Platforming felt really comfortable. The floating jump was particularly fun to acquire and use!
Awesome music and environment! Made the game feel really cool. I struggled a lot with the first boss (and I don't think I made it to the second). I wasn't sure I was actually doing damage to the witch at all, and I wasn't sure if the things falling from the sky were enemies or power-ups. Maybe the test of mechanical skill was a little *too* testing?
Cool vibe! I felt like I was doing something wrong, though, because I couldn't get past the first "boss." It took me a while to understand that I had to use "space" to attack enemies. And I tried using "E" to interact with things, but I couldn't find anything to interact with.
Could you potentially add some hints to your game page? It also seemed like there was going to be some sort of mask I could use, perhaps after the first boss, but I gave up after a several tries.
Congrats on your first jam! For me as a very casual gamer, the difficulty was sort of crazy. It feels like maybe you figured out exactly how to get through it, but to me, it felt like I kept dying because I just didn't know where the next enemy was going to come from. I see a few other people saying that the attacks felt a little slow, and I'd agree with that. I felt like I was mostly running away, and then trying to attack only when absolutely necessary.
However, the fact that you progressively gave the player new ways to attack kept me pushing through to what felt like the final level. Unfortunately, I just didn't have the control to beat that, but kept trying a few times.
Great job!
Thank you so much for the feedback. The AI art definitely elevated the game feel from what it was, but there does seem to be an upper limit to it 😅. And really glad to hear there were parts of the controls that felt rewarding. We definitely want to tighten them up, and it's good to know what parts we might want to preserve!
Super cool vibe! The platforming was beyond my ability level, though. I'm afraid I only got to the third screen (after "avoid dangerous terrain"), when my brain couldn't keep track of holding down shift AND directing my character in the right direction. Definitely appreciated the quick respawns, and wish I'd been able to experience more of the game. Great job!
Great job! Unique feel, and the sound and art merged really well together. I also really liked the 10-minute call mechanic. It gave me enough time pressure to feel like I needed to try to move quickly, while also realizing that the real time pressure was introduced by getting more clues.
Also love that you added a leaderboard! Super nit: I wonder if you could have hidden the leader board until the end of a run. When I played, someone had beaten the game in 10 minutes, which immediately had me wanting to get within that range on my first played.
Thank you for the suggestions! Glad you liked the concept and saw the potential in the storyline. Originally, we planned to integrate the dialogue into the level (as you suggested), but we are still learning Godot, so we opted to keep it separate. We kept the dialogue more linear, because we weren't sure how much people would even read it. But the card-collecting mechanic did seem to work!
Agreed that an actual artist could have done a better job, but I assure you that the two of us couldn't have =). The AI assistance was tremendously helpful, although it required a decent amount of tweaking afterwards by yours truly. Someone with true art skills could have done a lot more
Thanks for playing and thanks for the feedback!
Thanks for the feedback! It's our first game jam and our first platformer, so we're learning a lot.
Yes, many of the key art assets are Gen AI, or we utilized Gen AI to make them. We used LayerAI for the character portraits, level backgrounds, and other backgrounds. We used the PixelLab plugin for Aseprite to help us animate the player character. ChatGPT generated the initial version of the game logo. And Suno for the level music.



