Grazie mille per aver giocato!
Si effettivamente non abbiamo avuto tanto tempo per spiegare le azioni che il giocatore doveva fare nella parte finale, in pratica dopo aver preso il costume si sblocca la porta opposta allo sgabuzzino, da lì le creature ti inizieranno a seguire, vai avanti finchè puoi, successivamente dovrai seguire loro, oltrepassata una certa porta penso diventi più chiaro cosa bisogna fare.
Non so se hai provato a far suonare le campane, comunque dovrebbero essere delle trappole, se le fai suonare attirano le creature e ti vengono a cercare, i pezzi di pecora bloccano le pedane che quindi non attireranno più le creature.
Fettenderi
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Veramente stupendo. Scrittura perfetta, all'inizio ho pensato che potevo scrivere di tutto poi mi sono reso conto di quanto fossero selezionate bene le keyword, bel lavoro. Personaggi italianissimi, adoro Tenente e Sassata è un deficiente patentato. Bel lavoro!
SPOILER: Le linee per il fotonio e il bianchetto per i rispettivi personaggi mi hanno fatto scassare.
Mmm really a weird bug that we didn't encounter during development, I'll definitely check it out, thanks for the help!
About the harp, if you play it from the long coords towards the shorter ones like in this clip, you'll shoot a note. The note makes more damage than the arrow.
https://youtube.com/clip/Ugkx5GovJoViA8EzM-92Es9W_pKS-9z14Iac?si=k4M9UhLUwET1hUe...
Thank you so much for the costructive feedback and for the donation, we really appreciated!
We actually discovered the no enemy spawning bug defore but didn't have time to fix it before submission, same is for the hands not properly grabbing and the lights usually going too far to be picked up, we will definately work on those things when I'll have more time.
About the merchant getting lower we didn't encounter it, could you please elaborate on that, maybe with a video?
I really liked the game, the controls are intuitive, but not that clear at the start. I experienced a bit of latency using Quest 3 with PCVR but in the end I was able to get 21 calls!! I would have really enjoyed if you could hear the conversations to some extent but for being a jam game, really nice!
After listening to feedback and trying some ways to fix this issue the game is now working even when it is not running on the engine. So if you have a headset and want to try our entry for the jam it's the right time!
--> https://itch.io/jam/1-bit-jam-4/rate/3031732
As you said in the game page, this game is for those people that want to hurt themselves, I see you took a lot of inspiration from games like Getting over it and that game with the blue sticky ball. Nice take on the genre and the theme also. I don't know if it's a plus or not but it's really unpredictable were the ball will land, it seems as if the force applied is random every time, idk, if I were in you I would change that, but it's you game.
First rhytm game I played on this jam, loved it, truly a original thing to do! At the start it was a bit difficult to get the right tempo but in the end I did it. The level with the infinite pawns was too difficult for me. Also I don't know if it's a syncronization error or me being bad at rythm games, but I think the time when you press the button and when the indicator at the center glows are a bit offset, idk.
Really nice game!
I think the fact that the levels generate as you climb is neat, but please put something interesting in between levels, if I didn't interact with any entrance I would survive for like 20 minutes straight, so maybe enemies also in the stairs and a way to attack them would be more enjoyiable. Or even entire floors directly accessed through the stairs. Your architecture doesn't need to be realistic, it needs to be fun.
I really liked all the pixel art and the music, good job with that.
The gameplay was way to precise imo, maybe adding coyote jump and jump buffering would help a bit but the main problem was the level layouts.
At the start they were very easy, then they became confusing and frustrating. If the player can't make a particular jump the level designer sould make that clear from the start. Take the famous italian plumber as an example of good level design, or even SuperMeat Boy.
I see trading reviews as a way to let your project be known even in a small way. There are 350 entries and it is not humanly possible to rate them all by one person, so I find this a way to rate games that maybe go unnoticed for different reasons. I'm honest with every game I review, if I think something is not right I tell the developer what could be improved and what can stay. I also played some games that interested me in the submission tab but having a smaller group of entries to choose from can help manage time and make your game be played by more people.
I loved everything! The conversation with the mole prezident, the cute mole animations and the gnome that was standing there. Amazing. Also really good take on the theme, building the tower from the ground up is as really fun and original idea.
I would like to give a suggestion, maybe in some levels you could put some actually immovable objects just to help the player better align the blocks.
Really excellent entry.
The opposite of Jump King, really nice twist to it if you took inspiration from it. The character feels heavy and difficult to control but for the kind of game I think it's a plus. Putting fall damage at the heart of the game is really unique. Some things I didn't really like are level layouts, rooms felt too crowded or too empty, and the resoulution I think it was to big, it made the player look so tiny and the shader look like you had 4 colors. With lower resolution and smaller rooms it could improve a lot.
Really engaging tower defence. At first, I felt super safe, but then I was overwhelmed by the amount of enemies on screen. I usually think that higher levels mean stronger but fewer enemies, which helps keep a nice pace in a game like this, imo.
I pretty much agree with everything Code Monkey Max says. Nice graphics and good idea, but there are some things that could improve the game. Also, another thing: the turrets not aligning to the grid were so frustrating.
Amazed by the really cute artstyle, really well polished and good use of envirnmental decorations. The controls were a bit confusing, having space as dash and W jump had me dying many times. I think the visibility thing is a really nice touch, also being the main character a candle, loved it, but it becomes unplayable at low health because enemies are too fast and you have no time to react to them.
Overall nice entry!
I think it's a really good starting point for a nice game. The idea of the the day and night cycle is interesting, I liked how you used different patterns to create variety. The combat can be improved I think, maybe making the weapon stronger or the enemies have lower health. Being able to hold down the mouse button to shoot could also be a nice feature to have.
A thing I really didn't like was the hint at the start of the second level, I get that you are trying to teach the player the mechanic but telling them what to do removes the best part of a videogame, choice. I think only saying the direction of the spawning enemies through text or better with ui elements would be much much better.
I'm trying your game right now, can you please check out mine?
-- > Babel Ascent
I'm trying your game right now, can you please check out mine?
-- > Babel Ascent
I'm trying your game right now, can you please check out mine?
-- > Babel Ascent
I. ABSOLUTELY. LOVED. IT.
The artstyle was on point, the background in its semplicity it was perfect. The bullet hell mechanics are really good and not too difficult neither too easy. I played it for like 30 mins and still couldn't reach the end, my highscore was 25400. I think I'll keep playing it in the spare time to see what's at the end of it.
Out of curiosity, the Eiffel tower is a 3D model right? Are you using a Viewport with a CompositorEffect for the dithering? Is the dithering pattern a custom one? Because I saw also use dithering for my project and have experimented unique patterns and I think I already saw it, lol.
Interesting take on the theme, the fact you can play it with friends is really nice, if only I had any... jkjk.
It reminds me of that tower building game like tetris but physics based, but with a slingshot as the main interaction possible. Although being a bit difficult to control and predict where the blocks will end up it is a really fun game.
Really enjoyed your game, amazing work. The things I liked the most where all the 2D and 3D assets, also the music was really nice.
Regarding level design there is a lot of improvements to be made but overrall nice game. Also the quests where intriguing but I really only went the only way possible ignoring the indications of the guys talking. Sometimes the text was a little hard to read due to the font being soo thin.
Also I have some questions about some stylistic choices:
- Why did you make the body visible? I think it was weird seeing it a first, lmao
- Why do you implement a light system, I think it would have been better to leave the torch on at all times, without it was really difficult to play.
- The crouch was too op and difficult to control, but it was very fun, I think you could have made it a core mechanic the use of this zero friction mode but on the other hand why did you put it? It doesn't make sense in the context of the game lol.
A really nice twist to the classic chess with a bit of cute story to it, really loved it. The levels were clever and the mechanics were easy to understand if you knew chess before and also the hint button is a good touch. Also the ability to change characters made a really nice potential for different and interesting levels!
Just two critiques: the first being that the music was a bit dull and after a while became boring to listen to, but that might be my tastes, I like more dynamic music; the other thing is that sometimes I wasn't able to distinguish the playable tower from the non playable ones, I think that adding eyes to playable characters would have been better than adding them at random.
I really liked the idea and the art style you choose. The execution of the idea though it's a bit too fast or chaotic, idk.
I think the letters come down a bit too fast imo. Also the instructions are too long, I get that there is a complex chaining of letters that give you benefits but I think you could some it up in just a few words or symbols in the game itself, or even to let the player discover it on their own.






