ong I need a utopia where everyone flies around on fireworks. Super cute game, I love the artstyle and soul in it, I'm just happy they crowd saw my firework as a rocket and not a... I shan't say
dzydsy
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Crazy polished and pleasant game. Like this is a full on game that could be on Cool Math and I wouldn't bat an eye. Had fun with the last level even if it took me a few attempts. Great work Ninesliced (also dang, 4 programmers? y'all've gotta be well versed in eachother's code because that sounds crazy :P)
Pretty cool game, sorta thing I would've loved playing as a kid. Crazy how many animations the main character has and the sheer amount of game is impressive with the time limit in mind. I unfortunately found the controls a bit difficult, for example, during long distance wall jumps my momentum would get cancelled out after the spin animation due to me holding the other direction still (might be a skill issue though lol). Great work, super impressive for a 96 hour dev time.
This with a little more polish is a steam worthy game, absolutely amazing artstyle, great tunes (not to mention the delight of discovering it's a rhythm platformer!!!), and I loved the puzzles. I think the game shined the most with the snailbomb puzzles compared to the critters but they were all delightful, on a bit of criticism the collection sound is just a bit too loud, especially when I wanna hear the jams. Great work y'all, hope to see this one fleshed out even more :D
very pleasant visually, I think it has a nice atmosphere, unfortunately the songs are a touch long and the gameplay doesn't really make me think, like at all. If you're able to keep time you end up not really needing the visuals and just become a metronome clicking to the beat, it's a nice lightshow but doesn't engage me very much. I may have just missed it but if there was something I needed to dodge that would probably encourage a more active player experience. Additionally songs with a change in time signature would've been rad, but I understand that you weren't the composer so that's not really on you lol. Overall a very pleasant and juicy game tho :D
If you or anyone else has suggestions, I would welcome them, as I do want some ghosts in the final game to be spawnable by both the player and the enemy.
Maybe like a checkered shader over the tiles that moves right for allies and left for enemies? That or yeah maybe healthbar coloration? I dunno but I'm looking forward to your solution :D
Very fun game, super polished (I love how the little character portrait looks around with your mouse)
As someone who doesn't really like point and click adventure games I got a little irritated at some stuff like the spot under the chair, but I suppose clicking everywhere is kinda part of the genre. I loved the artstyle, the cutscenes having so many drawings was pretty impressive and I ADORE the typing minigame as a way of gamifying an exorcism like that's so creative I love it!!! (speaking of, the main ghost is terrifying, doll was too)
That rotary dial puzzle was evil tho, would not have gotten it without broken_joystick's plea because I just kept ramming my head against the wall with the paper's numbers lol. Funny aside but who keeps a sledgehammer in the toilet, that got a chuckle from me.
All in all great work, you could probably release this or something similar on Steam for a pretty penny :D
I like the idea, and the little ghost guys.
I do agree with Fridgeasaur that it's a little odd being able to move all my pieces in one turn along with all of them getting 3 actions per turn, maybe you could have a limited amount of actions per turn somewhat similar to X-Com?
Additionally I think the ghosts on each side need to have clear distinction on their models, whether through colour or shape, I had multiple instances of clicking on one of my dudes and not knowing if the ghosts surrounding me were friend or foe without clicking back off of my guy.
I hope to see this one polished up to the original vision :D
Enjoyable little game :D
The music is a bop for sure, messed me up my first long drop because I was groovin' too hard lol (and I don't even really like 8-bit styled music)
I liked having the choice between "fuck it we ball" and taking every long drop hoping that a piranha wouldn't get me or the "slow and methodical" option, I liked the gambling option more lol
Doomed yuri :)
I really like the character designs, "Belle" especially. I do wish they changed expressions but considering you were a solodev I can certainly forgive that in lieu of such a beautiful artstyle, I also love the CGs (especially the bad end? no... worse end?... the gurgle gurgle end...) The music is also delightful with some pleasant soundfont choices :D
I'd love to play a full visual novel in this artstyle and I don't even like visual novels lol
This is my favourite game of the jam so far, it's a makea2011youtuberrageandbreaktheirkeyboard-like. Reminds me of Jump Knight in a lot of ways. Super fun, HATE THE LAST ROOM THAT THING IS HIGHKEY EVIL, I got to the end of it, I'm talking unlocked the top of it with the key and then a ghost came up from the floor while I was mid jump and got me, agony... true agony...
I would love to see speedruns and TAS's on this (also the artstyle is very charming)
Very cute game, feels like a fusion of Tetris and a Match 3 in lieu of matching colors to get more combo points. Unfortunately I don't think I'm very good at it, I fear the drill being six blocks wide was very difficult for my smooth brain (but then again it successfully felt claustrophobic in a good way).
Very impressive especially as a solodev, keep it up :D
This AI art is genuinely repulsive, but looking away from that I like the core concept of the game...
Having to use an echo to see through a dropper style game is cool, wish there was some sort of cool down or limitation on it though because I just kept spamming LMB and got through the levels easy-peasy.
I really do wish you didn't add the AI story and art because I think it's actually subtractive to the game. Having the gameplay interrupted by art and writing you didn't bother to make every time I went through the game was damaging to the game's rhythm (and if you didn't bother to make the art why would I bother to look at it right?).
I honestly think it would've been better to go a more arcade route where every time you passed a gate you just got a point to your score with a flash of light and a positive little sound.
Best of luck on your next jam, I hope it uses less/no AI.
First note - Ew AI, try not to use that too much if at all during jams...
But besides that I actually did enjoy the game a touch and the UI was very clean (I can understand why you went into webdev lol) though the song drove me crazy, it's too short of a loop for a game this long
I actually liked the idea of having multiple ghosts but was a little saddened that it was just the blue one, was kinda expecting it to get all Pac-Man. Funnily I was looking forward to worrying about like a Red Ghost who is slow but always following your blood trail or a Yellow Ghost who just bounces in random directions lol.
Overall not a bad first jam, just steer clear of AI and you're solid :)
Hey! Nice seeing you again Sab, I quite liked the game and quite hated my brother's horrifying face (this is a compliment)
Gameplay was fun, still not sure if the fastball blue orbs were there to heal me or hurt me so I didn't touch em, brother boss fight was cool and scary and the jams were enjoyable :D




















