I haven’t played a ton of this style so it’s tough for me to judge in the context of this genre. I think I barely scraped by the boss. From what I remember the amount of projectiles on screen/wiggle room didn’t really change that much between normal encounters/first boss encounter. I think I’d have to play again to give more accurate details
dev.nt90
Creator of
Recent community posts
Hey thanks for playing and all the positive feedback!
> How are the spawns of the rings determined? Are the colored rings mostly random?
There are two components to consider: time and position. Let's start with time.
While the game is running there is a timer for each category of ring. So, a pink ring timer, yellow ring timer, etc. They are all set to different intervals. When those intervals end, a number of different rings will spawn accordingly. Rings associated with lower point values are generated more generously, and conversely rings associated with higher point values are more rare. Additionally, the same applies to time values - so lower points -> faster spawn, higher points - > slower spawn. I don't remember the exact numbers but the black rings only spawn once every 5 minutes, and there's exactly one of them per-spawn.
Now for the position component.
What's going on is a silly illusion. We give the appearance of the player falling through space. But the reality is we're actually locking the player's y position to 0 and animating all of the objects past the player. Elements of the level are generated procedurally. In particular, I believe all objects with exception of the planet (rings, asteroids, etc) are instanced in a 500x500x500 cube in front of the player. The tunnel chunks are little more tightly constrained, something like 100x100x100, idr offhand.
Hopefully that answers your questions. Thank you again for playing, and feel free to follow for more creations. This month's OGAM theme is jurassic, and I intend to build a dino-centric 3d platformer.
This is far and away the most clever game I've played in this jam. It's like if Fez rotated around the x axis instead of the y axis. If I had any feedback, it would just be to add a little more in terms of vfx. I also encountered a very small bug, where I rotated exactly into a spot between two walls and got stuck. But I was able to rotate out so it's minor at best. Nice work!
Just played this one. Cozy vibe is definitely achieved, and I can definitely see the viva pinata influence in the gameplay style.
For feedback:
-Audio cues would be a welcome addition. I want to hear the little critters make noise, the crackling of the fire when cooking, a little bubble pop when fish/kelp are ready to be collected, etc.
-The art style is cute and cohesive. Animations are bouncy and fun. I wouldn't change anything, just add more.
-You could maybe expand the level to include multiple pools for where players can localize different types of treats/animals.
-I think you could add a little more logic to the cooking process. It's not clear to me why cooking three kelp result in a flan, or cooking three fish result in a muffin. In other words, the ingredients could inform the dish.
Overall I see the vision and think it can be expanded upon and polished for something that would have wide appeal.
Just tried this one. The SNES vibe is definitely achieved.
For me there are two main standouts:
-the main player character has excellent art and animations
-the music fits the mood perfectly
Some thoughts/feedback:
-It's difficult to know if/when an enemy has taken damage. There is an audio cue, but some sort of visual effect would be a welcome addition. It's clear a lot of attention to detail has been given to the player's art (the pixel art shadows from the player's fire attack is seriously rad), so I encourage you to extend that same mentality to the enemies.
-It seems like most of the environment art is one texture that's been duplicated and stretched to fit whatever object it's being applied to. It's not the end of the world, particularly for a jam game, but it's pretty visually jarring.
-On the note of environment art, the first moving platform and the background of the level are almost the same color - it's pretty difficult to see. Some kind of lighting effect would be a welcome addition.
-Giving the main player character the fireball attack is 100% the correct choice.
-Given the PC has wings, I'd also like to see a little more done with them. Maybe like a double jump or the ability to glide short distances? Something like that.
Overall solid, I'd like to see where it goes with some polishing
Just played this one. I think the fundamental systems are working well. My only real feedback is that it's a little bare bones in terms of both style and content, which tbh I think is fine for a game jam entry. Something that might be fun would be using this movement system to actually get _to_ the caves. In other words, you could start in space, some distance away from the moon, and navigate to moon. You can use your imagination here, but there could be challenges in the form of hazards like space debris, asteroids, gravity wells, etc. But yeah the fundamental concept is good, just needs fleshing out.
Just played this, loved the concept. If I had any feedback - and maybe this is a power I just didn't collect - it would be great to have some sort of visual grid so you can count how many movement actions you need to take for a specific sequence instead of just eyeballing it and hoping for the best. Seriously though, cool idea
Just played this one. I see the vision, and I have some feedback.
First, I think the art style is interesting - I'm not sure what the intent is, but it's kind of like a gloomy swamp vibe. The music does its job well - interesting without being grating or noticeably repetitive. I think you can merge these two facets of the creative components. In other words, the music could be less peaceful and more reflective of the situation the cat finds themselves in. Is it a thief/stealth vibe? Is this more of a trickster? The music can inform the player about the character's motivations, etc. There's a bunch of ways you can take this, but mostly I wanted to convey the idea of stylistic cohesion.
For the gameplay, I'm not wild about being taken back to the spawn point every time you take damage. I think it's fine for a game over cycle but it feels extra punishing on a per-hit basis. Maybe that's the intent? Additionally, I'm not wild about blind jump leading to spike traps, especially since that's just going to kick you back to the start of the level. Something I noticed is that once you fall down it's pretty challenging to find a route back up, but again I think that might be the intent. The reason I call it out, is because the player is specifically incentivized to make daring jumps to collect cheese, and punished when they do so correctly. That's going to lead to player frustration pretty quickly.
Since the player is a cat, I was hoping for a limited wall-climbing mechanic. I think that's the next natural place to take character movement.
I didn't notice any bugs in my playthrough, so well done there.
Overall, solid entry for a pixel platformer. Keep practicing and polishing.
I played this as part of the One Game A Month jam. I absolutely _love_ the art style/vibe. There's clearly been a lot of attention to detail to make it _look_ good. If I had any feedback, it's that the physics might need a little tuning. For example, bumping into an object seems to send the player careening out of control. The game _looks_ good and to take it to the next level it needs to _feel_ good.


