No SFX? The horror!! No breaks allowed :P
It's fun how the power scaling goes nyooom. The skills really feel impactful, and not just a token "enemies get hurt more". The game became significantly easier when I unlocked the hover-to-activate. Towards the end though, the skills and the like don't feel as impactful anymore. For a jam though, I have nothing to add--you did great.
Future features could use probably...
- Varied/stronger enemies
- RPG-like classes? Eg a specialization per run, where you can focus more on ghosts busting other ghosts, or more on the flames busting the ghosts and the circles not outputting lights anymore. (I guess its very Kiwi Clicker.)
Thank you for the fun time. :D
Eya
Creator of
Recent community posts
A very quiet and still ocean! It's really calming to play, the latching system is remarkably good. When it doesn't pick up, it's always a reasonable "that's a bad angle", while when it does, it's actually a solid pickup. If ever you expand on this, it has quite a bit of room! :D Thank you for the chill time.
The music change before the chicken hit the road gave me the goosebumps----or should I say chicken bumps? Such a nice transition moment.
Overall nice job there, classic, simple, somewhat satisfying xD
EDIT: I also really really like there are so many ways to move left and right. A little care by the dev goes such a long way!
Really quite nice! I like the level pacing, while the checkpoints are frequent, they're still challenging enough for a casual platformer. I also really like how each new segment is something to look forward to.
A toggle to turn on-off the CRT filter would be nice. The snow shader itself was very immersive and came across as a feature, even as it kind of makes the gameplay hard---it feels like how snow would be in a real blizzard. I likes.

Just one note by a housemate (who is too shy to actually comment themselves):
There's a bit of input lag. I explained to them that some modern polished games actually queue actions based on too-early input, to the point that sometimes 'ordinary' games like these may have zero input lag, it just feels like it has because of that. Might be an area to improve on later if you do!
Really really neat game you guys! Gorgeous art, really cool concept, am very eager to see more.
Only feedback I have is I'm a bit lost as to what stats the resulting breeding monsters would have. Probably good to have damage numbers show up with each hit, that'd give so much more info like how much HP each miner has, how often and how much dmg each hit deals, etc.
Hello! Apologies in advance if this has been answered in previous jams.
Can teams/studios participate in this? Would it be 3 hours total for the whole group? Eg. A team of three working at the same time may only dev for an hour. Or would it be 3 hours per individual in the team? Eg. They can work together for three hours straight, no matter how many people participate?
Thanks!



