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Darkenetor

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A member registered May 02, 2015

Creator of

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Lovely puzzle, definitely a 5 on innovation.

Would’ve greatly benefited from an undo system since early wrong decisions aren’t always punished until later, and it takes significant time to test the solution so retries don’t feel great.

Nonetheless fun to reason about all through, which is the part that matters!

I recall spending some time with this one to get the endings, replay value is pretty good. Great difficulty scaling, good length without overstaying its welcome (as long I keep myself from throwing runs to limit-test fancy maneuvers…), don’t know about balance for the powerups but there were definitely multiple viable meaningfully-distinct builds to fish for, which is always welcome and impressive on jam deadlines.

Banana.

Unfortunately had a rougher experience from low fps in the more open areas, and took a while to figure out patters from the VFX, but really really enjoyed the pacing of final fight having to consider my positioning and camera to also account for the assist attacks as an added dimension to just mechanically getting good at parrying.

Insane level design for one person on jam deadline.

Got filtered for now but definitely plan to grind it after I’m done with reviews.

The art and immediate retries do great job at keeping it from getting frustrating. Although most of the credit should probably go to the tilt button lol

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On my first few minutes I fell through the floor a bunch of times, accidentally sequence-broke to the boss sequence locking myself out of all but the first level that I entered, and later watching other people’s playthroughs I also realized zero of shines that I had got thus far were with the intended solution. These are all points in favor.

Definitely among my favourites in the jam, I could play this for hours.

I like that it plays closer to the ecosystem of PSX collectathons than actual SMS. Best of both worlds with Sunshine’s aesthetic.

Good options for movetech as well which is always important to keep it fresh.

Please, shorter bridges next time lol

The first multiple times I beat the first boss the game failed to spawn a door for the second level, which also played quite a bit better than first, so I thought that was the whole game until revising it now for my backlogged reviews. A nice surprise lol

Apologies for the extra runs! I had envisioned for the text to be more and more clear on repeated loops, but the deadline did not quite envision me implementing it lol

Thanks for playing!

Puzzles were the original goal but turns out when alternate routes have to be distinguished by elements that give a few seconds diff on already few-second-long level without it being too obvious which one is better… takes more than the two/three hours we had left to make all the post-tutorial levels from scratch on the last day. Bless March for managing these, and making them playable first try with zero playtesting lol

Obviously content calls for more time in the oven than jams allows, but the base is off to a great start.

Plays as smoothly as any platformer can. Basic level set that’s already fit enough for speedrunning.

Addictive gameplay, lots of QoL to make it flow well, remained challenging after figuring out a strong and consistent strat, which was not that obvious relatively speaking to the game length as each piece has enough of a learning curve for optimal usage.

I’d play the hell out an endless mode of this.

One of my favourite gimmicks and what a way to make right by the theme with it.

Don’t recommend using the walkthrough, game is plenty comprehensible as is and that bit of head-scratching will be very handsomely rewarded.

The jam version is just the right size to let the concept hit hard without overstaying its welcome, given the current extent of the story. Will definitely check back for more on the latter.

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A dying brand in a post-Flash world. Admittedly never been my forte, but lovely throwback. And now I'm thinking about Neopets...

Massive amount of content, mechanically similar but well thought out. I enjoyed the progression, didn't unlock everything but it had my attention for a good while before moving on with the rest of the queue.

The interface only looks daunting. Don't let it fool you. I actually found it exceptionally intuitive for the genre.

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Compact and flawless in its simplicity, responsive controls and good hitboxes, makes it very very easy to get baited into score hunting.

Adorable art and guaranteed 5 on Innovation for working under PICO limits, you madman.

Definitely one of my favorites so far! Couldn't stop myself from finishing the game and looking for ways to cheese the levels. Absolutely insane level of polish for a Jam, especially with the levels all being good showcases of different dynamics around the main mechanic without at all forcing it compromising fun!

Right, I remember now lol
There is a wall exclusive to the past just to the right, and it seems the rift is just wide enough to catch a sliver of it. Should've made it way smaller just in case instead of matching the tile size, didn't get as much testing since it's the only place in the game where it comes into play from another wall boundary.

Thanks so much for playing and for the report! And if you'd like to give it another shot, you were already a good way through and there's a Reset option in the menu (P for the web build).

Ah! That's unfortunate, I've not seen that kind of bug before. Do I understand correctly that the problem was opening a rift on the right side of that enclosure showed an open path, but it was as if the wall from the present timeline was still active?

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Glad you liked it! You were almost there, added a hint to game page.

Spoiler
As the Dark Stranger said, "We need to be [FASTER]..." The Kronies aren't important for the second time around.