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!
CuriousBlobfish
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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.
I might have to work on better tutorials 😅. You have to wait for the fish to stop fighting (indicated by the lack of splashing sound and the fish's shadow being visible under the water and the red pulsing behind the bar at the bottom being gone), then wait for the bar to be in the green and press R, then a bling sound effect will play and the fish will be reeled in closer to the player.
An interesting short story with some cool themes and twists, interesting game-play with tuning the frequency to match the enemies and well balanced waves so it was a good ratio of different colours of enemies, nice music and I really liked the art and colour palette as well, knocked it out of the park for your first jam! Only criticism I had was I found it a bit tricky to dodge the birds and survive the 7th wave.
Nice idea with the tetris style fitting of guns in your inventory, I like how you can combine them to incerementally upgrade your guns. I think if you wanted to improve the game it could do with something to do during the waves, maybe aiming the guns to some time of quicktime event to get a boost / explode enemies. Also, is there a way to fail / dye? Enemies seemed to reach me and I didn't notice any downsides when that happened.
I love the writing and sound design in your game, the inflection on Grimmly's dialogue is fantastic and honestly really funny, the meta-humour was great too, haha, definitely the funniest game I played during the jam, I left the best for last ;) managed to finally play it in my lunch-break. I'm not ragebaiting you Grimmly, I'm bad a jumping puzzles, got easier when I started looking directly down, I felt a shadow directly under the player could have helped make the platforming easier to know where you were centred at, but only a minor detail. I did manage it and heard Grimmly's lovely song! Fanatastic game!
Thanks so much for your kind review. I’m glad you enjoyed it! I really enjoyed making it! Planning to play around with basics of 2D games in godot and unity before starting my next project.
I’ve got a few ideas banked and would like to explore doing some of the art myself as I mainly used premade assets from the store for this one. I tried learning blender and making some assets but it was pretty tricky, I did at least manage to edit one of the assets, the window, to remove the frame so you could jump through it, haha.
Thanks so much for the lovely feedback! Yeah, I was learning unity in the evenings and weekends using CodeMonkey’s tutorial for about a week and a half before Sean announced the jam and thought it was a perfect opportunity to practise what I’d learned.
3D cameras turn out to be hard to wrangle, haha, I think an isometric camera or 45 degree camera you can swap between the cardinal directions would be what I’d use if I remade the game now.
Thanks for the feedback! I originally wanted the ghost power bar to be a vial of glowing ectoplasm fluid but didn’t get time.
Think my raycasting to detect the floor needed a major rework, i was originally using collisions but was getting some funky results.
I thought I fixed the cursor locking bug, dang!
I liked the writing on the dialogue and the ship controls tutorial checking you'd done the actions and ship controls, reminded me of outer wilds' ship with the way it controlled and you could zero the momentum. I felt you could do with some sort of spacestation / planets / moons to provide light and for waypoints around the star system to navigate by so it didn't feel so much like a dark void, but I do get that's what you were going for aethetically, just made it a bit hard to navigate.
Like the atmosphere, sound design and art, found it confusing to navigate but I'm not used to text based adventure games like this, the only one I've seen this jam. I could have done with some more hints about how to do things, maybe after 3 failures to do anything it hints to you what option to type? What I was able to see was cool and interesting, very unsettling.
Could have done with a smaller area / faster walking pace, nice aesthetic and interesting dilemas, reminds me a bit of the game "trolly problem inc", which takes the trolly problem and expounds on it to different scenarios. Compress the walking area and add more dilemas and you've got a pretty good little game.
Fun platformer, I'm terrible at it :'( could do with a meter or visual representation to show how much you've charged your jump, I also found it a bit awkward to have to be pressing the direction when you start the jump instead of being able to press it while you're charging your jump. I like that you get powers when you fall, nice way to reward trying and failing.
Like the funny lighthearted tone to the game, powerups and platforming were fun, could have done with UI prompt saying what button to use the powers you had. I actually really enjoyed the puzzles and platforming elements in this game, and I liked the artstyle you used! Nice variety of powerups, was fun to work out how to use them to solve the levels
Lovely stories, I like branchy (or Mr Tree, or Strong Root), with or without their hat on. The writing was lovely and made me laugh a few times. I got a feel for the city that you were imagining from the 3 characters stories as they variously vented their fustrations and aired their thoughts to the tree, I've done that a few times myself in my life, spoke to the trees and plants to air my thoughts and fustrations so I really connected with the lovely story you crafted. Would be even more lovely with some music to accompany the experience as you intended :)
Wow, really interesting idea tying the music minigame with remembering, I really liked that, felt very true to life with songs bringing memories. The art was lovely and fit the tone of the story well. Some pointers or hints as to where to go would help and the pictures of Ducky and Sean in the background helped lighten the tone.
Thanks for the detailed feedback and bug reports, the last level was definitely a bit rushed to be put together, if I was to make it again, I think I'd use greyboxing to create the levels and a tilemap to populate the greyboxes so the levels were more consistant and precisely laid out. Glad you enjoyed the concept, I tried to add a new mechanic or interaction as the solution to each level to make sure you didn't feel like you were just repeating yourself.
I like each of the heros having names, gives them personality, simple, but nice looking cohesive graphics, the AI behaviour is interesting, although I had a problem where 2 heroes died and then the rest killed all the enemies and I had to use the enter cheat to kill them and progress the game, but behaviour from systems like this with randomness are hard to tune, reminded me a bit of rimworld.


