Mola mucho el acabado gráfico y la ambientación. Me recuerda a aventuras gráficas que jugué en mi Commodore Amiga como Maupiti Island. Le falta música, espero que Pol te ayude con esa tarea. Buen trabajo.
elcano
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It entertained me for a while, but I didn't dive too deep. I reached level 9 without much effort. The time I played, I noticed a simple but original idea. I haven't played enough to determine if there's more hidden, but I haven't really felt like doing so either.
I seriously doubt that this game was made in just 10 days, and in any case, it's very suspicious that its resemblance to the theme is the same as any other random game. Designing a card game can't be done in just 10 days. I don’t think the creator of Slay the Spire made the game in only 10 days. It's true that the idea could have been conceived before the jam legitimately, but in any case, the execution is complex, and it has three difficulty levels—I really doubt it.
The idea doesn't quite feel challenging, and I spent more time figuring out what to do than actually solving the puzzles.
The graphics are well-crafted, and the controls are solid.
The game tries to be innovative, but it's important to remember that there should be a certain level of challenge and fun.
The game's resemblance to the theme is about the same as Tetris or Super Mario would have.
The mechanics feel a bit unpolished and lack depth. The physics don’t help make the game enjoyable either.
Graphically, it’s not appealing, and the music is just okay.
The attempt to innovate is appreciated, but the idea isn’t solid enough. I think you're on the right path, but you need to improve overall.
The resemblance to the theme doesn’t fit.
I found it to be a very original and well-thought-out game. I couldn't get past the puzzle about the message where the character barely leaves the house. I love how the game introduces you through the call you receive. The puzzles I managed to solve were enjoyable. The only thing I criticize is that, personally, I found it difficult with little playtime, and I'm not sure if that's because it's not very long. I mean, I haven't had a very long gameplay experience, but what little I played, I liked a lot.
At 1080p resolution, the mobile phone doesn’t fit entirely on the screen, even when pressing F11. I'm not sure to what extent this might affect the gameplay. I had to reduce the browser zoom to see the entire mobile phone.
It reminded me of how an enemy in the game I'm making, Axe & Bow Land, shoots. It moves in circles and shoots while facing you. It doesn't seem like a very fun mechanic to me, but it's not bad for a few tries.
Graphically and sound-wise, it's really good.
I like the messaging idea, but I’ll say it again—I don’t find the mechanic very fun.
The game doesn't fit the theme.
I like how the game is designed with puzzle and narrative elements; it's appealing to the player. I like that you can search everywhere. I haven't been able to enjoy it to the fullest because of my limitations with English. I'm also not personally a big fan of narrative-driven games, but that's just a personal preference. At the beginning of the jam, I had an idea that was slightly similar in terms of the setting and puzzle. If you'd like, I can show you my vlog. Nice Try!
The gameplay is simply top-tier, on par with the best puzzle games like Elechead or Cosmic Express. I'm a fan of these games, and my YouTube channel features almost all the great ones from Steam, though I see that in game jams, I can find others as well. It's a shame this is just a jam game—I think with a bit more length, it could be a huge commercial hit.
The graphics are solid, and the music is excellent.
Innovation? XD The highest possible!
The game fits the jam's theme perfectly.
Sorry, but I have to say it—I can't believe this game was conceived entirely within the ten days of the jam, at least in terms of its core idea. I’m not trying to discredit the game; I’m just speaking as a fan. It’s totally fair if this idea was one of many you had and it happened to fit the jam. Unfortunately, my own list of ideas isn’t more than 100, and none of them matched the jam exactly, so I had to improvise.
Thanks for your comment and I respect your opinion, but design is not just the main idea; it's everything. If you look closely, it's not literally a clone of Asteroids, it's something more, or at least in my opinion. The idea was conceived in the first 24 hours of the jam, thinking about the concept of a loop, and I believe that passing through the maze somehow represents breaking the loop. It’s true that it’s far from the theme, as other participants have achieved.
I don't believe that complicating the controls should be the challenge of a game. I understand the original control, but crashing into the edges and not being able to pick up the food, I don't consider that a good challenge.
I liked the graphic atmosphere, but there is a rather unpleasant sound that sounds like a toilet.
The effort to create such an original control is appreciated. It's a shame about the gameplay.
It is indeed a loop, but I don't think you're trapped in it because you're creating other loops.
The melee combat felt boring and simple to me. I also didn't notice any standout mechanics.
I think the graphics and sound are very well executed.
In my opinion, the level of innovation is very low because it's just another generic game.
There is nothing that makes you feel like you're trapped in a loop.
I can't properly rate your game in terms of gameplay because I believe you're making some mistakes that prevent people from playing it. There's no tutorial to explain the mechanics, even though the game isn't easy to understand, and I know the game you're inspired by.
As for the art, it's the strongest aspect of your game, and the cinematics are very good. I like how you introduce the game to the player, though I would put the dialogues inside a text box instead.
The sound effects are very good; in my opinion, the absence of music is not a drawback.
In my opinion, the level of innovation is very low since you took the easy route and made a clone of the game that likely inspired the theme of this jam. That's how I see it.
Obviously, the theme is well represented by what was mentioned before.
✨ Axe & Bow Land - Demo Now Available on Itch.io! ✨
Hey everyone!
I’m excited to share the demo of Axe & Bow Land, a pixel art platformer with a unique puzzle twist! Control Axel and Bowie as they fight a dark force using a magical axe and divine bow. Freeze enemies and use them as platforms to solve puzzles and navigate levels.
Face tough enemies, powerful bosses, and uncover secrets across 6 worlds. The game blends platforming and shoot ‘em up action for a fresh challenge!
🌟 Try the demo now on Itch.io: https://elcanogames.itch.io/axe-bow-land
Let me know what you think! What are your favorite puzzle-platformers? ✨


Please help me:
When you use this extension the movement always starts from the center of the circular movement. I noticed that in the debugger there are two variables that account for the progress of the sine and cosine, hovewer they doesn’t seem like they can be changed their values. Their value can only be used to change something else.
Is there any way to choose the start position of the circular movement?



