@snacksgg said the same thing and forgot to add the bindings :S The diagonal movement and the controls is what we should defnimprove, thanks for the feedback :)
clicligames
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There is a footstep and landing sound! I’ve never done audio in a game so I couldn’t figure out the right equalization and I think you can only hear them with headphones? Or the sfx somehow got reset, it was like a last hour thing to add because I had the same lack as you. Thx for the feedback, we’ll definitely tweak those sfx. Also pickup sfx…
Mmmh thanks for the thorough report! I guess if we add input detection to disable one or the other, the bug would stop. By the end of the jam period we realized the game is in reality a racimg game disguised as a platformer, so if you collide or move in tbe opposite direction the speed stops to a halt. Which apparently breaks controller support if inputs conflict, we’ll look into it for the future. Thanks!!
I’d love to meet fellow artists or devs or game designers with a similar mindset to join this jam in 2025!
I’m a programmer and I focus essentially on non-violent games – Ok, I did make one about sending rich people into space without any plan to bringing them back with achievements on collisions with the various celestial bodies–, I find the destroy everything mechanic overused.
Mostly 2D at the moment in Godot, game dev as a hobby and passion, cooperativist as a means of living. If you’d be interested write me up!
Oh thank you! That the previous runs cause _something_ in the environment is a great idea. It's hard to do right because it could potentially make any level trivial, but man if we could do something with it, it would be so great! thanks for the suggestion and the nice words. I've been thinking on coding a procedural generation of the levels but I'm kind of afraid of failing espectacularly.
The best trick is to slow down on the stars to fully recharge :) The current level can be won without this trick but it's waaaay easier :P give it another go. I guess you got all the permanent powerups, but if you didn't the topright is a distance meter to them. (don't feel bad if you didn't, nobody that I saw play got the distance meters)
Thank you for playing! I was having doubts about this mix of real photography + pixel art, it's difficult to get right and I was afraid it would make the game incoherent. You're the second person refering to it as a strenght. Would you go for it or change it to the same style as the rest? We weren't very coherent overall in terms of resolutions, for the next iteration I was thinking an aquarella or more artistic look like some other games had in the jam would be fitting. Like florish or spectacular smoothies here.







