Great effort! I like the visuals and sounds. Movement feels a bit hard to control, I think more snappy controls with lower inertia and a faster rotation speed would feel better.
CuriousBlobfish
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Nice 2d platformer, feels good to play, I like the visuals and music. Great job for your first jam!
Some suggestions for improvement:
- some visual effect when you land on enemies and kill them and maybe the player bouncing off them in a mini-jump
- implementing damage or having to restart the level on hitting enemy or spike from the side
- the mushrooms would be more interesting if they changed some aspect of the gameplay when picked up rather than just giving points
I liked the visuals for the most part, I did have hard time spotting the spike sometimes, as they were grey on grey, could have done with having something to make them stick out more visually. Would be good if the obstacles were always able to be avoided, but the shield is a good workaround. Felt quite difficult but pretty complete, maybe if it was slightly slowed down? Celeste has some great accessbility options for it's touch platforming where you can slow down the game a bit to make it easier for people with worse reaction times or coordination issues.
Incredible job to all the team! This game recreates the feeling of dark souls 1 so authentically, from the way the enemies attack to the level design, the enemy placement as traps, the boss feels satisfying and has the authentic feel of a more cut-down simplified version of a dark souls 1 boss. The controls felt a little odd, but I got used to them and beat the boss first try after running out of heals on a sliver of health. For context, Fromsoft are my favourite games developers and I've played most of thier games. I played with controller as I'm used to that for souls games. Also, sounds, visuals and music were all great!
Unfortunatly although I started a recording of my first playthrough, as I wanted to show the creators how I played my first time through, snipping tool failed me and didn't record, but I recorded my 2nd playthrough with OBS which worked.
Things that could be improved:
- The controller not working in the menu
- Playing with controller I experienced a constant drift in my left and right sticks, I think you can configure dead-zones so you need a certain minimum amount of movement from to trigger a valid input
I like the visual style a lot, visual effects look nice, I found it quite tricky to predict and shoot at the right place, would be cool if your shot collided with the missiles on their way up the blast zone if the missiles were destroyed. Would give you a chance to recover if you missed instead of just waiting for them to hit.
Fun and I like the art and sound effects, pointers for improvement would be some music and faster difficulty progression. Also the teleport powerup can put you in a bad spot, if it destroyed the pebbles in an area around you as you teleport in that would make it more balanced with the first shield ability.
Thanks for taking the time to play! Weird about the lag, I purposely played it on my work laptop as well as my desktop to make sure it performed ok on less powerful PCs and it worked fine, but a couple of people have reported issues and I got my friend to try it on their gaming laptop and they had some fps drops, hmmm.
Fun little 2d platformer, of the goals you missed a few: question mark boces, warp pipes and the flagpole, as well as goomba and koopa enemies and power-ups, as well as sound. But a good effort given the time limit. Maybe try adding some of those features into your game after the jam and see how they affect the game :)
Really cool idea and nice execution on it! Cool ideas and each puzzle adding a new mechanic / idea to explore was really nice.
Took me a bit to work out to press E to pick up the key (a prompt like the "press space to clap" prompt would have made it more obvious).
When resetting on level 8 I got: Exception thrown, see JavaScript console, here's my console output:
```
Looks like you are rendering without using requestAnimationFrame for the main loop. You should use 0 for the frame rate in emscripten_set_main_loop in order to use requestAnimationFrame, as that can greatly improve your frame rates! index.js:1061:12
Uncaught RuntimeError: index out of bounds
callUserCallback https://html-classic.itch.zone/html/15720217/index.js:4523
runIter https://html-classic.itch.zone/html/15720217/index.js:4586
MainLoop_runner https://html-classic.itch.zone/html/15720217/index.js:4492
index.wasm:1584722:1
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:1584722</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:1584584</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:460724</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:33846</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:276576</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:500106</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:537009</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:536951</anonymous>
<anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:1229592</anonymous>
callUserCallback https://html-classic.itch.zone/html/15720217/index.js:4523
runIter https://html-classic.itch.zone/html/15720217/index.js:4586
MainLoop_runner https://html-classic.itch.zone/html/15720217/index.js:4492
```Nice colour scheme, it could do with being faster to be more engaging, or maybe getting faster as you play, I assume the blue arrows make you faster? I like the ground being a sine wave idea.
You can jump while already in the air which I assume is a bug. Also a game over screen / menu would be a nice improvement.
Really fun little game, the boss was really fun and had a nice difficulty and fun patterns of attacks and mechanics for the blue and green waves which needed to be shielded with the right colour shield. Top tier UI for a game jam and nice music!
The waves of basic enemies could be improved with having some weaker versions of the bosses blue/green attacks or some elite enemies which have a cut-down subset of the bosses attacks to teach the player as they play before getting to the boss, also the basic enemies occasionally seemed to get stuck / stop moving. I beat the boss and got a high score of 15,950, however there wasn't an option to add my name to the leaderboard of high scores, and my score wasn't represented in the high scores list.
Fun little RPG, didn't encounter any glitches or bugs.
Some feedback:
- clicking to move seemed quite a bit faster than walking with the arrow keys - think it would be better if speed was the same through both methods of movement
- the unicorn was pretty hard to fight, also, I ran out of spells during the fight but didn't know why as the spell resources weren't represented in the UI
Ahh, I see how that was confusing, I wanted to show where the players house is so you know where to go back to at the end of the day but since theres no mini-map I wanted to point it out while you’re still near the house, I probably should have set up a tutorial for nighttime that points you towards the house. Thanks for the tip!
Great puzzle platformer, the wave mechanic was interesting and liked how you added explanations of mechanics and interactions between mechanics every few levels. In a few places the emitters appeared to collide with the ground and not emit. I had trouble placing the gamma emitters in such a way that I didn't get hit and die on the level where you can first place gamma emitters, the visualisation of the line looked like it wouldn't collide with the player, but it did as the collider extended beyond the player. All the levels before that worked fine though and were interesting puzzles! The skip level option in the menu was a good idea, I completed 8/10 successfully :)
Boat physics felt quite nice, and the 3d low-poly world looked nice. I experienced some strange shadow / lighting glitches, and the dialogue looped for each time I pressed the z button even as I sailed away from the rabbit. The radio tuning mini-game was interesting, but it was hard to see the arrow in the distance, could do with a mini-map to show you where to go.



