I'm not sure if this was just for me or not, but the game was running REALLY fast. If that was a design choice, I feel like it's way to fast. Platforming at that speed doesn't really feel great because every time I die it feels like it was out of my control. I like your sprites and UI though! Still a great job!
Colin Mitchell
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I could definitely see this going from a good game to a great game if more upgrades + enemies were added. The music had just enough variation to not be repetitive after 20 rounds, which is nice. One thing I will say is that the game ran perfectly when I first started but around levels 18-20, even with no enemies or pickups on screen, it started stuttering. I'm not sure what could be causing that.
Short and sweet! There are a couple things I noticed that I think would improve the game a bit:
- Make your character's body have 0 friction (Right now if you jump against an enemy or wall it stops you)
- Add a slight delay to the counter button (You can literally be invincible by just spamming counter)
- Maybe add some kind of walls so you can't fall into the infinite void
Either way I look forward to seeing any continued development on this!
I really love this gameplay concept of being able to swap the tiles to get the guy to the finish. One of the best puzzle game ideas I've seen in a while. Although I honestly feel like the timer resetting the level immediately kind of takes away from the puzzle aspect? It felt like I would sometimes be getting close to figuring a level out, then the level just resets. I think it would probably feel a lot better to play without the energy mechanic, but maybe a cool middle ground would just be disabling the time stop effect if you run out of energy? That way you can keep playing, but it becomes harder.
Took me 98 deaths but I finally got to the end. Cool idea! I do think respawning could be changed slightly to feel better, it seems like it takes the last direction the player was facing and faces them that way on respawn. This leads to walking straight into spikes on several occasions with no counterplay. Would probably be better if each respawn point had a dedicated respawn direction.
I like the symbols you made! Going further in a run would definitely be a lot more enjoyable the more variety you have. It could be cool to have an escalating difficulty mode alongside the set difficulty modes. Something like as you solve more boards, the symbols get more intricate and the board gets bigger, things like that. Looking forward to see continued development!
Nice level design! One thing I think would be a really nice addition is the camera panning in the direction you're aiming, so you can get a better view of enemies ahead. Also maybe something that would be cool: adding the ability to manually reload, but it costs something like adding extra time to the timer? Either way, I look forward to future development!
Cool idea! I wasn't able to buy any cards in the merchant on either the web or desktop versions, so I didn't make it very far. I think another small issue would be the text scaling? On my monitor the text is very small, and combined with the font it's a little hard to read. But otherwise it's got potential!
Yeah definitely sad I ran out of time and couldn't get more in, I was literally up until 2:30 trying to at least get something playable lol. The nice thing is I made it a tile generating system, so all I need to do is make the obstacle models and add them to the generator. Thanks for playing, I'm looking forward to continuing development.
I think if you're going to keep working on this prototype, there are definitely many thing I would like to see. Music is a big one, a pause menu (a way to close the game), and some sort of objective or goal (since it just goes on forever). I know this was just a prototype, but at parts it can feel unfair since the nuclear waste is randomly spawned and at higher levels they can spawn on every part of the screen really fast.
I loved this game; Its probably my favorite of the jam. Its clearly inspired by Blackthornprod's style with your own spin to the gameplay, which I like. The different planet types made the game much more enjoyable than it would have been by just increasing the amount of them. The crown at the end of the game was a nice touch too. The only thing I noticed was that if you have two monitors you can drag the planets off-screen, much farther than you would normally be able to.




