Great game! Very fun and creative and really nothing to complain about. The final score of my first play through was 1293
FloopLööp
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This was awesome!
I don’t know if it was intended (and I dont assume so), but when you click the duck twice and then jump you have basically a triple jump with which you can just jump over a lot of things. I had like two audio files overlapping one another at one point from this haha.
Cool game though!
You did it! How does it feel to be a hero? Yes, I did all of the programming and assets all by myself, except for the pixel font and the forest and cave tileset, as mentioned in the main menu.
I have put a lot of details in the animation for Tou, especially the idle and crouch idle animations. (A shame that I broke some of them by accident right before the submission, but oh well- I will just fix that post jam haha)
Thank you for playing! Do you remember what time you’ve got?
Haha, you just found the secret area! Very cool! I hope you didn’t get there on your first run as I haven’t intended for you to find it before that and therefore didn’t put a way back out yet, basically making you miss over half of the game.
I used that area for testing the movement and some hidden camera objects and thought that it would be a cool addition as a secret, even when theres not too much to it. (It is still fun to play around in it at least)
Thank you sm for playing eitherway! 💜 I am actually working on a post jam patch, that fixes all of the bugs mentioned at the bottom of the main page and those clumsy debug things I left in by accident. Later on I will definitely add more levels with more exiting obstacles and actual hazards.
My main problem with the shades was not understanding that, but moreso the execution of it. A lot of times, when you have distracted them, they would still block the path
In the 3rd (2nd non-tutorial level) level by the big elevator, when you would run to the right, to get to the distraction and the shade would follow you from the left for example, you were actually stuck as it was then blocking you. I eventually got past it by going left instead and going the elevator there up fast enough, where the shade then got stuck on it and then got pushed into the ground by the elevator and stuck there, no distraction needed.
In the 2nd (1st non-tutorial level) it was a bit tricky to jump over the shade at the end, as the corridor was so small.
It might just be a skill issue though
I did see the ending now too and I think it is pretty awesome actually haha. I still liked the game eitherway and as a first game you did a great job!
OMG this is so cool that you’ve actually made a video about it too haha! 47 seconds is a great time already, especially for day 1 or 2!
I did some testing as well and my first full run of that build was only a 00:48:415 and I made the game and know the ins and outs! After a few more attempts, I was able to get it down to a 00:35:420. I didn’t want to optimize it too much, but I’m sure you can still shave off at least 3 seconds off of that still. I can look to see if I can upload a run somewhere later hehe.
Oh, that makes sense I guess- Maybe I could map those 3 inputs into a single button as an accessibility option in a later build.
Eitherway, thank you sm for the feedback again! 💜
Thank you! 💜 I have put a lot of time with the movement and player animation and I think it turned out very well. It’s great to hear that you have enjoyed it and the game in general and even speedran it! hehe Though it is a shame that so many people seem to struggle with the high- or “dash-slide” jump mechanic. Was it the execution that made it difficult for you?
Basically, you have to crouch and dash (or vice versa) and jump before the dash has ended or is canceled. Tou does a roll animation when the dash ends either over time or when the dash button is pressed again. You can also cancel the dash without a rolling animation by moving the other direction the dash is executed from or by touching a wall. I think that it could be the latter condition what makes it hard to execute at first when you don’t know it and try to do it too close to the wall.
If you don’t mind me asking (or if you even remember) what was your final time? I was thinking of making something like a little leader board manually on the games page and if you want, I can include your time there!
Cool idea for a game and the story reminded me a lot of OneShot. Unfortunately I really struggled with being able to see anything really in some parts, especially with the blue flame and some puzzles didn’t feel very intuitive like the parts with the light eating souls. It sometimes felt more like I was being lucky that they weren’t were I was going at the moment when you couldn’t see them yet (like in the 2nd level) or like I could only pass after I broke them by squishing them with a box or elevator, making them completely trapped.
after finally beating the 3rd level, or at least reaching the last torch there, the game soft locked for me in where it wouldn’t lower the door enough for me to exit :(
Eitherway, this is a neat game for the first time and having some more “advanced” settings was pretty cool too! A bit more visibility would have helped a lot with my personal enjoyment, which, if you don’t want to add it to the main game directly, you could add as an accessibility feature in the options or instead of using “full blue”, you could go for a brighter color and / or tint of blue like cyan.
neat little game with very unusual, yet simple enough controls. The sections with the one block platforms in the blue section might have increased my heart rate by 5% permamently, but it felt like a rewarding hurdle to overcome in the end!
In the end I ended up exiting full screen mode due to the browser really wanting me to exit fullscreen mode whenever my mouse entered the top center part of the screen, but that’s my fault for playing in browser I guess.
Yeah, it is a very tight time window where you can get through. You basically had to move as low as possible and dash into it while the water is still flowing down so that you get to it right as the animation resets.
It took me like 15 tries out of which I got it in 4. I then died at the easiest part 3 times haha.
The end screen was the little guy sitting on the ground and telling me to get through with less deaths, so I think that I made it?
Very Wario Ware esque. I stuggled a bit with the big drivable lawn mower and pulling on the cord on the red mower was difficult when your mouse goes outside the embed border. For the former part you could perhaps make it blink faintly to subtlety hint a bit at what part needs to be handled. Oh and maybe you could give the player some time to read the instruction before the micro game starts.
Overall, cool game!
This game broke me. Especially that last level with the water had me stutter like porky pig. The movement a lot of time felt unresponsive because he wouldn’t turn, even after deliberately slowing to a level where he would or the dash up/down input just wouldnt go through and made me crash into the ceiling and watch in pain as the lil guy slowly descended to his doom over the span of 2 seconds.
I personally don’t mind the difficulty if it felt more responsive and like it was my mistake that led me to die. You could for example remove or slow down the automatic acceleration, so you dont need to constantly hold back and hope as much!
Beating it with ~130 deaths had me feel like I was beating spelunky 2 again.
the art and presentation was neat too and I really like the idea overall! A few tweaks on the difficulty and you have yourself a solid game!
A very fun and creative idea for a game! I really loved how each loop had it’s new quirk and how quickly it became messed up. Really a great use of the same areas by changing just a little.
Being able to just absolutely mash the attack button definitely activated some neurons in me as well hehe.
My only “complaint” is that the puzzles were too simple, but I think the general setting makes up for it eitherway.
Keep it up!
After pulling an all nighter to get some fine tuning done on my game before the deadline and making the page for it all pretty and stuff, I am very happy to show off my submission! (Though I am definitely itching to fix some small, but annoying bugs and clumsy mistakes that could be removed in just a few minutes, but oh well)
The game is called Lil’ Tou Can Do!
A short and sweet 2D side-scrolling platformer game with a lot of focus on player movement and game feel in it! It is simple, yet tight with a lot of intricacies for more advanced player control, meaning that you can play it fast paced or very cozy and casual.
You can find out more on the games page if you’re interested and I wish you a lot of fun playing it if you do! 💜
As mentioned, feel free to link me your game as well, so I can play it and give some feedback too!
Edit: Wow, way more people than I would have ever expected responded to this. Thank you all so much! I will definitely try to play your submissions over the next few days when I find the time hehe
This was a really fun and amazing game with a very creative idea! The art, the music- Everything here worked wonderfully!
My only complaint is that the camera was a struggle sometimes and it made me just walk off of a ledge once or twice when it jumped to face another direction. The one level with the 3 rockets with which you have to fly over lava in a small corridor was a bit of a sudden jump in difficulty too and took a few tries as well, but that’s barely a complaint. However, there I also encountered a bug, where when you go into the crevice below the final platform, which I took for a secret area, it is very easy to fall out of bounds and get reset to the very beginning of the very first level.
Though a bit flabbergasted that instead of a finding a cool secret, I had to basically restart, it was also not that big of a deal.
Cool game! Especially as a Ballance and Marbles game enjoyer I had my fun with it. Adding some lighting or texturing, something that makes slopes and inclines more clear would have really helped on levels like the “dice looking” level. Being able to orbit the camera in the cardinal directions around the player or having a top view would be nice and help a lot too!
Also the end screen didn’t show the correct amount of seed that I have collected and the music died after a while. :(
This was a fun little platformer with simple, yet neat mechanics. I really love the animations, especially when entering or finishing a level. The music got repetitive fast and didn’t loop that smoothly and having some other sound effects as feedback for actions would have made it a little more enjoyable, but it also doesn’t take from the experience either and the quick, responsive controls make up for it.
One thing I would suggest is to not make the camera follow behind the player, but instead to try and make it move ahead of it, something like how it’s done in super mario world or other platformers. Since this is a platformer game with some pretty fast movement and a small screen size, it would be nice to see more of what is ahead of you. It was very easy to get lost since you couldn’t really see where you were going and coming to a complete halt and holding s to look down just didn’t feel so great.
That aside, this is a fun game!
That’s a great idea! I will definitely do that once the jam is over and adding / editing game files is allowed again. (I will need to remove the coloured square that I used for animation debugging purposes and fix some bugs that mainly appear in the web build anyways, so that I can sleep peacefully again haha)
In the mean time I have added a table with more in depth descriptions of the controls on the game’s main page. Not the prettiest solution, but a solution nontheless.
I will definitely take a look into your game as well once I find a bit of time!
Thank you again!
I can see how the high jump is very unintuitive at the start, especially when you’re still unfamiliar with the controls. The high jump mechanic was meant to only serve as a means to cut corners and for you to make faster times, which is why it isn’t forced on you anywhere else. Putting the wall there was just a very unnecessary, not well thought through late night addition before I submitted the game I must admit…
As for the controls, I have them written down in the settings, which you can either access from the main- / or pause menu, so you probably missed that.
It is probably not the best placement for it and the only reason it is there is that I wanted to add a controls remapping functionality which I have dumped. I should have made that more accessible-
I’m happy to hear that you liked it otherwise though! Thank you for playing and taking some time to give some feedback! 💜