Really fun physics platformer! Love the aesthetic, minimalism, and audio design. Definitely some speedrun potential. Great use of the level design and backtracking with the different mechanical tuning. Some of the areas were quite difficult, maybe there was a technique I didn't figure out, but I was able to complete the game :)
Cosmic Adventure Squad
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Very cute game, feels like I'm playing with a bunch of cats! I wasn't sure if the stages were endless? I got to 11 cookies on one of them. I do with there was some kind of counter or progress indicator to help me know how close I was to finishing a stage or just keep track of how many I've collected.
Nice interpretation of the theme! The cranking mechanic worked pretty well and had nice acceleration/deceleration effect. I wasn't really sure how to best respond to the flashing red builds or if there was a way for me to target specific buildings that were being effected? It seemed as long as I kept at a steady pace things seemed to just work out.
Loved the integration of narrative and idle game mechanics. The art and sounds worked well together. I felt the events that happened (at least in my playthrough) were almost always negative, it almost felt better to just not do them, but of course I was curious to see what would happen. Luckily I was able to make enough money to win :)
Very nice visuals, transitions, and effects. The music and sound also worked really well. I wasn't really sure there is an end? It seemed like I was in a good pattern and could probably keep going forever. I got to 36 before I decided to stop. I'm not really sure what all the stats and things meant, but I kept making all my runes better.
Played for quite a bit, fun survivor type game. I got one of the upgrades that showed the hit zone and rotation, but it felt like it was opposite of the knight's spinning direction and it kept bothering me >_<. I lost my run very suddenly the big enemy appeared and just one shot me :(, i guess that's what I get for just focusing on damage output. Great job!
That was fun! It was nice having the story and dialog to help create a sense of progress. I didn't find it to be very challenging though, eventually you seem to get so many swords that nothing can hit you and you can just spin in one direction the whole time. It would be neat to see addition enemies or waves of enemies spawn per stage to build up difficulty, different swords with different effects, things like that :)
Great execution, the flail system works really well! Love the polish on all the interactions. The upgrade system is a nice touch, and good use of price increases to up the difficulty over time. I made it to wave 9. I do with the cursor didn't kind of freeze if you leave the play space, wish it just kind of mapped itself to the edge of the play space, but maybe that's a limitation of the pico system.
Great visuals and audio. The rogue-like ness was neat and it was fun to encounter different characters and their dialog, but I kind of felt like I was just playing whack-a-mole with the different items, and not really making any strategic choices. Was able to beat the game though :). Perhaps if the systems where more automatic and every now and then they have a moment of "jackpot" play that has you do a little mini-game to preform a better version. I think part of it was just missing feedback for the actions happening. Good job.
Great art, fun concept, and fun powerups. I enjoyed finding each of the powerups throughout the stage and experimenting with which to go for in fighting the boss. The boss fight itself could be more interesting, maybe a larger room with more space and platforms for maneuverability. Otherwise the dash and extra jump powerups are more detrimental than helpful there. Love the choice of chakrams as the weapon.
Such an original idea, haven't seen anything like it yet! As an artist I love the challenge of finding the breakdown of RGB values in each color (nice touch with using real-world colors from an existing database). Makes me feel like I'm training to improve my color theory. I wish I can choose to end early if I get a close enough color the first iteration around, as later iterations sometimes get me further and further from the target color. Overall, what an incredible idea, especially for your first game!
I'm a huge sucker for limited palette pixel art; have to say its extremely well done, especially the shine on the fruits! I want to keep going but unfortunately after hours of gameplay my brain is melting and I only just got to level 39.
OK WAIT I found the skip level button and I've given every level a fair shot and I just want to say these are some of the most mind bogglingly insane level designs I've seen this jam. Like the portals in levels 47-49 were just crazy. Kudos to your level/game designers!






























