Thanks for making it! :)
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SUPER cute! Really clever and effective use of Bitsy (which, alas, only other Bitsy authors can truly appreciate), nice little environments, cute pixel art, and a charming little plot with a twist. Love it.
I love slightly bizarre, slightly incomprehensible glimpses into authors' minds.
It seemed to stop in the room with the underage drinking, but I can't actually tell whether that's intended. Cool, regardless.
Interesting! It's nice to have an actual universe I'm running around in for once, though the initial text wall was maybe a bit much :) I dig the kinda Flash-esque... "skeletal" animation on the legs, which works surprisingly well with pixel art.
I died a lot, and in fact it seems like everything shoots so hard or fast that I die the instant it appears on the screen, and the only way to make progress is to memorize all the obstacles and dispatch them before they become visible. Rewinding time is a very cool mechanic, but I don't seem to be able to use it after I die, so I ended up not really using it at all.
There's clearly something here, and all it really needs is a few numbers twiddled! Do keep working on it :)
I love the concept, though it almost feels like you abruptly started making a totally different game halfway through, where the races started? I had to give up on the final one, alas, after throwing myself at the one before it an embarrassing number of times...
It might help if the background were more stable; sometimes it would change to horizontal stripes while I was moving along the ground, and it seemed like I wasn't moving at all, which was extra disorienting.
Hey, though, this is an entire complete game in only a week! Great work!
Oh man echoing the bit about name-only mode, that's really fun.
This is ridiculous and... exactly what it needed to be, wow, bravo. I don't know what else to say!
Except that I feel I should be able to call the cops if someone wants a fist dildo with a cumtube
I applaud writing IF from what I assume was scratch, nice!
Unfortunately I can't simply take saucepan, and take saucepan from cupboard informs me that there is no cupboard on the counter, which has me a bit stuck.
Again you've made a color-changing thing that I feel like I barely understand but enjoy poking at anyway. :) I can't believe you got reflections and blobby rendering working in LOVE this quick, jesus christ, are you a witch.
My only regret, as with most dates, is that the food is not infinite.
Ah, too bad there's not much here; seems like it could be a funny concept if executed well.
Seems like you've got lowish gravity with lowish air control, and the combination means I go helplessly drifting when I do a running jump; maybe turn one of those up a bit?
Oh this is fantastic. I love change-of-perspective stuff.
I super dig the aesthetic; it didn't even occur to me that everything is straight up untextured until I'd been playing for several minutes. It works really well! The most important things are the text and the chemicals, and they both stand out about as well as they possibly can like this. It's a cool aesthetic besides, and drives home "sterile lab" better than any sterile lab textures could.
I can imagine a whole series of different lab setups you have to navigate, with different lab equipment and hidey-holes and maybe even places you deliberately can't get into until you get small enough. You've got something really slick here; run with it, imo :)
Ahh, this was so cute :) Just a really smooth platformer with a lot of care put into it. Saving from a slip is a bit tricky, but it seems like there's always a way to avoid slipping in the first place, so it becomes a kind of tradeoff where you can decide which way you want to approach things, and that's pretty impressive emergent behavior for such simple mechanics.
Slipping from running into someone is a good idea but plays a bit weird in practice, since only one of several kinds of people wandering around can actually trip you. Maybe, counterintuitively, the squirrels should just always be running? Would make it more clear what they do and save you from gotchas like one starting to run while you're already halfway past.
I vaguely wish there were an ending, though this is really more of an arcade-style game so I have no idea what it could be really.
This is like physics Tetris except it actually mostly works?? I'm really bad at Puyo Puyo but I cleared the board here, which I think means I win.
God I'm just imagining all the powerups and whatever you could stick in here, like, red slimes are gooier and can ooze between the cracks between others and ok welp rating this five star horny
This kind of auto-aiming grid-based is an interesting twist on an FPS, and I bet you could actually do a lot with it if you wanted to pursue more attacks, status effects, etc.
Shooting someone out of their clothes is, of course, also an interesting twist on an FPS.
I think I hit myself in the face a couple times, which honestly is not an unreasonable use of horny magic.
Thanks for entering! :)
Last year's Strawberry Jam had one entry that was basically just a naked erect dude (photo, not art), so, I don't think "too nood" is really a thing. :)
And my own game last year was about a fox so absolutely go nuts with the animal people.
Nothing wrong with submitting to multiple jams imo.
Augh, I really don't like this about Game Maker's pricing model. It effectively discourages releasing cross-platform, not for any technical reason, but just because they're holding the exporters hostage. :(
LÖVE gives you lots of nice primitives and utilities, but yeah, it leaves you to do the actual Game Stuff by yourself. Dragging things around wouldn't be too hard to build from scratch, but it would definitely take some work (and that's on top of learning LÖVE in the first place). I know dragging is possible with Ren'py, but don't know any of the details.
This feels very classic! Tile-based pixel-art mazes are a whole aesthetic, I guess. :) Alas! I stepped into a bad warp somewhere near the end and got stuck in the upper-left corner of the starting screen, so I may never know what becomes of poor Klyde...
Ah, Flight is incredibly chill. You took a classic arcade genre that I mostly find frustrating and made it… not that? You even took the rhythm out of "rhythm game" and made it all the more satisfying. Feels like a game that doesn't want to fight against me, just wants to be there and sing its song.
Ah, oh dear — it seems that WASD always move you in the same directions, instead of moving relative to the camera, and I'm having a tough time navigating like that. :( Thank you for participating though!
I can't tell if this is tongue-in-cheek or wholeheartedly educational or both simultaneously or something else altogether, and it fascinates me. I could interpret your intentions a good half a dozen ways here, and that's impressive given the brevity and subject matter. Thanks for entering and blowing my mind just a little bit.
This was fun! I'm not a huge music buff and suspect I missed a few in-jokes, but your interest in it really shines through. That kind of passion is hard to come by — hold onto it, and pour it into everything you can!
As a professional bitsy veteran™, I absolutely love what you've done with it here. It's almost a shame that most people playing it won't be able to appreciate the ridiculous hoops you jumped through for a lot of this.
Charming throughout, and god damn those walls are beautiful. Nice work :)
Ah, the environments and characters are cool, but there doesn't seem to be much in the way of fighting yet! Such is the way with jam games, though.
I like the Smash style, and not many other games seem to go in that direction, so I hope you keep working on this :)
Seconding CHz — not only is this a cute take on saving vs killing the animals, but forcing me to learn each animal's ability by playing as the animal is really clever and not something I can remember seeing before.
I had an awfully hard time getting back as rabbit; I had to get back onto the screen with the falling frames without letting the leftmost one fall so I could jump onto it, and I could only barely make the jump. And that was after a lot of running around before figuring out I could jump through platforms, which I hadn't had to do before :)
Gravity also seems a touch high, which makes jumping a bit unforgiving — especially the timed jump just before the rabbit.
I do love this idea, though! I hope you really do Work On It More In The Coming Weeks™.