Congratulations for appearing on Mark's video and achieving first place overall!
I love this game :) You totally have to expand and release it commercially!
CerosWare
Creator of
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This was fun! This idea could be easily be expanded by resetting your powers and adding new ones each level (and mixing them with previous ones). My favorite power was the wall-clipping. Physics objects just add to the madness. The "no-jump" bug happened to me as well, but sure it's something that can be patched quickly. Also, I loved the walking animation. Amazing job!
Looks f'ing amazing! I'm also surprised by the level design, as it has branching paths. The swap between powerups is interesting, but the UI should make it more obvious when it happens; it also would be better if it happened more frequently, to spice things up. The reset bug definitely hurts the experience, but stuff like this happens in game jams, no big deal. You still managed to deliver a great experience. Fantastic job!
Impressive job you managed to pull off in just 48 hours! I actually found it easier to learn the game by playing it, than by following the tutorial. The UI could use some work, but it's no big deal for a jam game. The game was easy for me. Finished it on my first try. Of course, balancing the game is something you can do afterwards.
It took me some time to realize... oh, sorry, let me flip the switch... ok, ahora sí. Me tomó un tiempo darme cuenta de lo que intentaron hacer con la temática de "fuera de control", pero sí logré captarlo. Para tipos de eventos como un gamejam, la temática sí requiere ser entendida de inmediato.
Dejando eso de lado, me agradó mucho la presentación. Me gustó cómo escribieron el personaje de la chica; supongo que es normal sentir simpatía por alguien que te perdona tanta barbaridad. Lástima que existen ciertos problemas técnicos, pero es normal para un desarrollo tan corto. ¡Muy buen trabajo!
Visiten nuestro juego :)
Nice spin on the theme! Loved the concept. But I can't keep thinking it's kind of a contradiction: you need to get hit (play bad) to see the most original part of the game. Maybe you can take the idea, and put it in other kind of game (where doing mantras is actually a good thing). Great job nonetheless. Check our game!
Nice little game! I kept waiting outside the last level's exit until it was oriented properly. For each level, you could limit what mechanics are going to change. For example, in one level the roof may be full of spikes, and you need to make sure your character is on a safe spot before the random "Jump" sign appears.