The progression of going deeper is a nice touch! I can see why you did that ending but it also feels out of place in a chill game. Overall, quite a cohesive and enjoyable experience. Noice!
dwhiffing
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Thanks CryptRat! Yeah after the first week I definitely started worrying more about making the game look good vs authenticity, I mainly stuck to 3 colors per sprite, but went to 4 a couple times. Smooth scrolling animations, the night time effect and too many sprites are probably the biggest offences, resulting in it feeling a bit more Mario world than Mario 3. I appreciate your kind words
Very cute pilot quest like, I really like the enemy graphics and the shield throwing mechanic. I think you tuned it to play a bit slow, after a 15 minute play session I hadn't found a second mushroom, and only had enough resources for 1 helper, not enough for any upgrades. I think killing the boss wasn't rewarding enough. Nice work overall!
Very unique game mechanic! Would be nice to stick to either mouse or keyboard only for such a simple game. It felt a little too luck based at this time. Might have been nice to have a first level with no enemies to help the player get used to the controls. An ability to go invincible for a few frames to dodge enemies as you land would be nice to bring back a bit more skill.
Very cool submission
Game feel and aesthetics are great! Loved the camera moving around and the map looping visually rather than just wrapping around. Completing a quadrant to kill an enemy completely is a good mechanic. The shooting feels off because it seems to take more than 1 shot sometimes, but its not clear why. I'd prefer a focus on dodging skillfully and clearing quadrants to lower the threat.
Overall amazing work, I think its my favourite of the jam.
A nice twist! Having to click multiple times to change arrow direction makes it hard to react quickly. it'd be nice if we could use the arrow keys to set the direction, then click to place the direction. Instead of having to remove tiles manually, having them automatically disappear after a ghost or 2 moves on them would be nice to keep the pace up. Sometimes the player gets stuck in a corner, which is a bit odd.
Aesthetic is good, but music is a bit harsh. Nice job overall
This one has the most potential as an interesting pacman like! The aesthetics are top notch, love the different enemy designs and jump scares. The biggest problems are that the game is too slow, and that the player has no ability to outrun the monsters, and they chase the player through intersections. This makes the ai too deterministic and the gameplay feel tedious. If you want to keep the chasing and equivalent movement speed, make the centre area a safe zone and remove the power ups that let you kill demons. This will keep them feeling threatening and leave the player with retreat as their only recourse. You could implement some cornering and make the monsters slightly faster than the player, creating tense retreat moments when the player runs into a monster.
With just a bit more love I think this could be an amazing game, great work!
Lovely idea and implementation! I think the pacing of the puzzles could have been smoother, and it's annoying that i can't retry a puzzle without replaying the whole game. I'm not sure that it makes sense as a score space submission since there is a max score possible, and it's not too hard to achieve. Overall, a great game, nice work!
You're a legend wrong way games, this is the most in-depth feedback I've ever received in +10 years of participating in game jams. I agree with balancing on the easier side for jams, and appreciate all of your thoughts, very kind and flattering. I enjoyed your game as well, and look forward to checking out some more of your portfolio :)
I appreciate your thoughtful response! If you're free to give me a deeper analysis, id be grateful ☺️
When you mention wall jumps being slippery, I suspect you are trying to use the arrows to wall jump, but there is no need. You can simply start sliding on a wall and jump repeatedly until you get to the desired height
When I mentioned the velocity reset on landing, this is exactly what I meant when you said you felt "bogged down". It's meant to encourage you to take your time and focus on precise jumps instead of running and jumping constantly like Mario. I feel if I tone this down, I'm essentially trying to make it more Mario like, but I'll experiment with it.
Here's a version with a toned down velocity reset. Makes running and jumping feel less heavy, but I'm conflicted about if its objectively better: https://dwhiffing.itch.io/waltermelon-postjam
Oh I specifically mean that there are a lot of texts that straight up tell you how to defeat a monster. I would prefer you didn't tell me and I figured it out by trying whatever is intuitive. Even on something like the window, let me figure out I need Windex by failing with water, don't tell me upfront that I can't win the fight until I find windex, give me a hint after I fail. I think this was only for the first few fights, can't recall all of them. I just think the fun of a mechanic like this is discovery, and if you tell me before I can discover, I lose that
A unique concept combined with a charming and polished aesthetic! I enjoyed seeing all the different enemies and cleaning them up. Though I found it a bit patronizing to have each monsters weaknesses explained up front, robbing me of the chance to figure it out myself. Impressive all the different content you managed to squeeze in, excellent work!






































