Kind of disappointing that the upgrades weren't working. I liked the music and the weapon that you do get is cool. Having that lasting hitbox that sits and damages enemies that move into it is not something I think I've seen in a survivors like game.
Clockdini
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Very cool conceptually, and I think this design space could definitely flourish with even more polish. As is I can definitely see the rng getting frustrating. I lost at 10 points due to not being able to roll left arrows to save my life. However that kind of thing is just in the nature of game jams, and for what it is this is well done. I always appreciate trying to experiment with some unique ideas.
It's funny that you bring that up, I would have loved something like that as well, but bug fixing took so long that anything of that nature was unfortunately not possible. I'm glad you enjoyed though! I'd love to expand upon this game sometime in the future, and if that does happen, you can bet there will be some puzzles and ways to mix up the gameplay.
Thanks for playing! That's actually a really good idea, and I might try that. There is a full screen button in the bottom right corner that you can click with your mouse. So luckily Itch has us covered if it's hard to see, but it would benefit from the default size being bigger anyways. Edit: Just doubled the size on the page. I appreciate the suggestion, that was definitely a good call.
Always awesome to play somebody's first game. A few things I would like to recommend. When you export your project, it might be easier to compress the executable into a zip file along with the pck file, so that there only needs to be one download. The jam rules allow for reuploads to fix bugs and add new ways to play as long as you don't add new things to the game. I would look into maybe adding an additional web version to play without downloading. Some people are skeptical to download games, so a web version often gets more people playing. Two last notes, The tutorial screen goes away a bit too fast to read, and the enemy killed count seems to carry over after you lose, so you can win without clearing the whole screen. Great first Godot game though, sorry for the essay.
Cute game with some good music. It seems like if you sit too long on the second floor, near the entrance to the skull room, the game locks up and stops letting you control your character. Also the skull's projectiles didn't seem to do anything, although I'm not sure I would have completed the game if they did. I really liked the vibe of the elevator though.
Well that was quite a game. I don't even know where to begin. The level up system just replacing your bad attack with (sometimes) better options to be randomly selected is actually an interesting concept. A lot of the humor was good, although some was a bit... outdated. Overall I did enjoy my time with it though. The lack of punishment for losing a fight made up for the rng sometimes just forcing you to lose. This may be the hardest game for me to rate the theme of although the interpretation of it was definitely unique. Overall I did enjoy it. I think I may have gotten the bad ending though.
Really cool game aesthetically. I like it a lot. Just to note I found a few bugs that may be worth mentioning. The game seemed to always say I'm on level one after beating multiple levels, One of the needed fuel items got stuck behind an indestructible asteroid once, and I had to take some damage to get it. Also if you lose and retry, you retain all the fuel items that you had prior, so you get to beat the first level without collecting all the fuel seemingly. All minor things that didn't do much to harm my experience, but thought they were worth mentioning. Overall could be a genuinely good full game. I really liked the palette switching option as well. Nice touch.
First of all cool concept and unique color palette. I wouldn't actually expect these colors to look good, but it works very well in this game. However there are a few things I'd like to mention. I'm assuming the area is supposed to open up as you solve puzzles, but the doors have no collision, so you can go wherever you want without solving anything. Also I figure there should be a map to the invisible maze around, but I couldn't find one. (might just be a skill issue on my part) It's hard to tell if I'm making progress in the maze without any stable texture around to show that I'm moving. Also sending the player back to the start if they hit an enemy feels a bit too punishing. Overall though, very nice submission. Music and sounds were great as well.
Somehow I totally missed that this was a puzzle game, and spent 5 minutes confused and losing over and over. As soon as I realized that the 30 seconds was for the whole game, and time carried over between levels, it clicked. Very fun puzzle to solve, with a unique idea of carrying ability charges through levels. I found myself liking this game a lot once I understood it.
Fun little RPG! Very well made with good humor. I agree on the font being pretty hard to read, and the music even at the lowest volume was still pretty loud to me. I think the flashing lights section was a bit much. Definitely could be rough for people sensitive to that sort of thing. It definitely bothered my eyes a bit.
Thanks for playing! I actually fully agree with you on that criticism and wish it was something we thought about earlier. I had a similar idea a little too late to implement. We wanted to add some extra form of healing more incorporated into the gameplay between some fights, but unfortunately time got the better of us. I’m glad it worked out in a fun way anyways.


