Thank you so much! We really pushed through quite a lot and worked the full time almost non-stop, but that doesn't mean there aren't some scrapped Ideas we may add later. But during our initial planning phase, we really tried to limit the scope just enough so that it would be doable. We also worked pretty well in-parallel, as one of us could each work on an individual gameplay style at a time. Very happy you enjoy the character controller, as I also feel like the ink mechanic is surprisingly interesting to learn - so much so, that I don't even have it fully figured out yet, hahaha! Initially, we thought about being able to switch the direction of the gravity, but we instead focused on the idea of two gameplay styles based on that - The 2D Platformer part, where gravity just goes downwards and then the ink refilling part, where you can refill your ink and sort of walk on the page itself.
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I really like rythm games, was great to see one as well made as this was! I love the art and it feels pretty satisfying to play. Though I do feel like it's an odd choice to speed up the gameplay after getting hit, it's not just punishing but can easily send you down a negative feedback loop where you just immediately take damage again since you're not accustomed to the new BPM at all yet and get caught off guard. I also think that it would be great to have an indication on which object is the next one to hit, like how Undyne's spears become red. Just some subtle effect on the next object in line would make the gameplay much more intuitive, I think. Really really cool jam entry!
Wow! Really impressed, the character controller feels nice and responsive, the draw mechanic is satisfying and the gravity is pretty well implemented as well! I love the use of dynamic music; though the switch is a little drastic, I feel like a subtle percussion layer or something like that would work best. I also quite enjoyed the level design, you really made use of a smaller space here by employing the gravity shifts to open up new paths. Really cool!!
Cool concept and I love the art! Could have leaned a little more into the gravity aspect, but the jam was short, so I understand some page rotation being pretty much everything that can happen due to gravity here. Writing with the pen feels really nice, very satisfying! Though I don't like the AI music.
I loved it!!!!! Concept and execution were handled expertly. For 7 days, the character controller feels great! You wanted a critique, but there's really not much I could critique here. An audio slider would be nice. The jump from the last area to 50TW is a bit much, maybe one or two more upgrades, possibly reached via a second jump could have filled that gap easier. But this is nitpicking - Even smaller things like putting the gate in the middle of the area, giving you a long-term goal right as you got hooked on the concept are great. So many good decisions here - Hidden upgrades, a clone system that encourages better times, level design that allows for multiple paths to be taken. Sorry, but my biggest critique has to be you asking for a critique... (My actual biggest flaw would probably be, that occasionally the intended/optimal routes are slightly unintuitive, where for example the double jump just barely works to get you to a wall, making me reconsider if the order of my moves was the correct one. Maybe I'm just bad at 2D platformers, though ;P)
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Very fun! The tools at your disposal are great, for the most part the controls are very fluid and responsive and the gameplay itself is awesome. Reminds me of Katana Zero, which I love dearly. Invincibility frames could have helped make some attacks, especially the boss's minigun, feel a bit less unfair and punishing. Otherwise a really, really cool submission!!
Super cool! Right up my alley, I love precision platforming. Felt like a mix between Jump King and Celeste, the controls were intuitive and reliable. (Though I would have hoped for another jump button, maybe add the spacebar next time.) Amazing spritework, the game looked great. All in all a really good submission!!
Funny how both our games were inspired by turnbased rpgs we beat right before the jam, hahaha! The combat was for sure super engaging. The osu-segments were a great way to spice things up and the idea to combine the different actions for new attacks was really well implemented - everything had an option! And it was super great for experimentation and all that
Great question! It's sort of a mixture. I would have loved to do some more balancing, as the combat can simply be spammed as of now and xp-rewards are far too high. The biggest factor is definitely a lack of time left over for that. But it does fit the theme of working towards your goals and seeing results of your labor, so it's sort of like an "it's not a bug, it's a feature" type deal, haha. The constant level up messages do annoy me as well though. I just didn't want the final encounter to have little xp, and since there's nothing but a thank-you screen afterwards, i just gave it 1000.
Wow! Really in-depth mechanics, a lot to play here! The OS is super well done and has a ton of character. The antivirus and dialogue is great as well, with the general vibe, music and especially the spritework (god, it's so beautiful!!) making the whole thing so nice to play
I sort of wish that the battles could go a little bit faster, as well as having more ways to refill the Antivirus bar faster, as I never really had it above 30-40% much and instead opted for things like attack cards for immediate damage, though that could just be my playstyle. Very engaging, for 10 days this is phenomenal
The health mechanic is definitely an interesting concept! Though, as it is, I feel like you NEED to be at max health to actually get anything done. If you ever expand on this idea, maybe higher health could be enough for optional paths and such. The movement controller is really cool, I always love high-momentum platformers :D (listened to the Haste: Broken Worlds soundtrack for this lmao) Though since there is no mid-air control at all, hitting the orbs can sometimes be quite difficult. At least some mid-air control is always good, I think. In general, really neat submission!
Insane work!! Especially for your first jam!!! Intuitive platformer controls are really tough to nail down and this one just feels so good to play in my opinion. Even the precise segments were never frustrating and the movement speed is pretty much perfect. The mechanics and premise are genius, executed so well. They work so well with the super good level design (amazing blend of platforming and puzzles!!) and the music and art were both really great as well!! 5/5 all around dude




