Thank you :)
Cloud Jelly
Creator of
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Don't worry about it being unfinished, I'd say most jam games are unfinished in ways. As long as you had fun and learned something along the way, making anything and submitting to a jam is a win in my eyes :) The 'pulling' mechanic is interesting, I tried to see how fast I could get the character to fall by pulling on the distant orbs I could see, I think my highest speed was 78.
Very nice! I like the 1-bit artstyle. And the progression of seeing all the little goblins mining more and getting further down is satisfying. I didn't realize until my goblins were still going off screen that I could use the right mouse button to drag and scroll up and down, they had a lot more to go! I think given the nature of game jams and playing jam games, it might be nice to have larger bonuses per upgrade level, so that the player can see more significant progression in a short time. Also was encountering a bug where they would all get into the same spot and not be mining anything, even though there was a block in front of them to mine.
All in all I enjoyed it a lot, and think it could make a fun full idle game, maybe they dig mines to the cores of planets and once they're excavated they move on to another one. :)
I love the acapella sounds you created for this! Nice game, my main gripe would be that it's really difficult to evade the researcher once they've noticed you. I could only do it when I was close-ish to one of the crystal structures, where I could get them stuck behind it and get far enough away. But if I had to travel some distance to one, they would catch up to me. It seemed like their speed was just slightly faster than the pingu's. Overall I enjoyed it :)
I didn't see any particular goal. I did walk all the way out to what I think was the end, and had a screen that went white after I fell? I like the chunky pixelated look. The mysterious messages are interesting, though I might prefer a bit more direction if there was an end goal to get to. If not, it might be nice to make it a bit more 'environmental', kind of like Proteus. Nice job!
Edit: oh now I see your reply to someone else about no objective haha.
Hm, I would say the controls are a sore spot. Unfortunately I couldn't get the scanning to work consistently, sometimes it would but only with my mouse escaped and only when clicking in seemingly random spots. I thought maybe I had to click towards the origin of the creatures, but that didn't seem to work. Additionally the Windows version I played on would crash after I died and tried respawning. The concept is interesting, having to go down and scan dangerous lifeforms, reminds me of scanning things in a game like No Man's Sky. Well done joining your first GWJ! Hope you continue making games :)
I think I can see the concept. I like the idea of the question marks popping up and being random events, it reminds me of the same kind of thing in FTL where you go to the next start and sometimes there'd be a question mark signalling some kind of event. Or you can go around if you don't want to risk it. A fun idea might be to have a 'shape' of question marks, being certain events that can move around and follow the player so you might have to run into them eventually. I look forward to see what you do in the future :)
This is an interesting idea, like a drunk version of Snake. My high score on Easy was 320, and for Hard it was 77. I got into a rhythm of moving them back and forth pretty well. It might be interesting to have different paths that the troops have to go down, like a fork in the road and having to choose to go up or down. Well done :)
This is a very cute game! I like the 'hand drawn' aesthetic and the sound effects. It is interesting having the goal be right next to the start, on my first playthrough I ended up jumping right into the flower after playing with the controls and realizing holding jump made you go higher. Overall nicely done :)
Thank you for taking the time to play it and giving feedback! I definitely forgot about spell checking anything, woops. That upgrade is meant to give more thoughts each time you actually click the brain, but I increased the scaling of everything else (to make the game quick to play) to where it's not really useful.
Also good points about the scrollbar and colors, I'll keep these things in mind for the future. :)
Super cute! I like the design of the characters.
I'll be honest, I kept hitting enter where the endcaps are, and so I didn't realize I had to actually go down the isles / space in between where the signs are until I couldn't find the milk. I somehow kept missing going down the right isle. (I should know better having worked in a grocery store before and complaining how people can't be bothered to read signs in the store; I digress) I would say having some visual effect for the space in between / the extents of each isle would make it more clear; it's not often in a game where you interact with the blank space instead of a 'designed' space.
Either way, this was a nice little experience. Good job! :)
Nice job! I have been working through GDQuest's 2D modules so far, I'm excited for getting to do 3D things like this in the future.
- Having different colors for the different types of platforms is a good touch; purple for stationary, yellow for falling, green for rotating, etc. it's a nice way to signal them to a player by making each one unique so they know what to expect once they've encountered it once.
- My initial reaction to the yellow platforms is that they're maybe a tiny bit too small for the way the character controls. It felt a little precise to be doing 1 minute into the game, although that feeling might go away over a longer level / game where the player gets more used to the controls. Just something I thought I would note. I would say the difficulty of obstacles and platforms in 3D games are dependent a lot on how the character controls.
- The camera controls are nice and fluid. The one thing I would mention is sometimes the camera view gets too close or even goes inside the character model's head when there's an object in the camera's direction very close to the character. I would look into a way to have the camera a minimum distance away from the character to try and keep the camera framing the character.
I hope you keep making games! :)

