Wow, thanks for the comment! I’m glad the game was able to achieve its goal of being a calm and relaxing pastime.
Gabriel S. Felix
Creator of
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Obrigado por jogar e pelo feedback, gostei bastante!
O personagem não pode ser visto se camuflando, apenas já camuflado. O caracol vira imediatamente ao encontrar uma parede, e se camuflar nesse momento é percebido por ele.
É isso mesmo, quando o personagem está vermelho ele pode passar na linha de visão do vermelho, mas nunca encostar no inimigo. Foi em algum momento específico? Talves seja um bug pra eu corrigir rs
Haha, isso acontece quando vc anda muito rápido rs já está na minha lista para melhorar essa resposta dele.
Muito bom kkkk Obrigado mesmo!
Obrigado pelo feedback, muito bom ler isso! Obrigado por jogar, talvez vc ainda não tenha conseguido pq tem muitos jogos pra jogar na Jam, mas depois tenta mais tranquilo, por outro lado… vc vai conseguir rs
Depois desse level, o 10, não será possível de jeito nenhum mesmo devido a um bug com o vermelho do meio, mas só poderei atualizar após a Jam.
I liked the idea! I have a dog, and until recently, I barely knew that certain common foods for us are poisonous to dogs. When I saw the chocolate on one side, I immediately thought, 'No, not chocolate!' haha, but when an avocado and a carrot appeared, I went for the avocado and got it wrong. So, through the playful practice of this game, I learned that avocado is not a good idea for dogs. Congratulations on the creativity and effort!
I have some feedback:
- Waiting for the timer to finish after already choosing a side was a bit boring. I believe checking the choice as soon as a side is selected would make the gameplay more dynamic.
- Technically, since it's pixel art, the ideal setting to make the pixel art sharper is usually to set the Sampling to nearest (pixelated) instead of bilinear or trilinear, for example.
- Still on pixel art, it's visually more pleasing and gives a more professional impression to keep the pixels proportional, rather than resizing the sprites arbitrarily. Keeping this consistent will elevate the perceived quality of your game's art.
Very interesting how you managed to develop a platformer with just right and left controls, and still make it work. Congratulations on the idea and the effort!
The red and blue blocks were indeed the most difficult, but I believe it was due to the unpredictability of knowing whether they were solid or not. At several moments, the red block seemed solid, but when advancing towards it, the character would fall. One idea to make this part easier could be to make the blocks appear and become solid abruptly, but disappear gradually, and once they have fully disappeared, keep them solid for a short additional time to give the player extra time to correct small delays.
Great idea! It reminded me of a remote-controlled car I had when I was a child that worked the same way—one button moved it forward in a straight line, and the other button moved it backward while turning. I really liked the idea; congratulations on the game and your effort!
As for the controls, I have some reservations. I think the car loses its direction when you release the reverse button, and it keeps sliding backward as if it were on an icy track, for example. Another issue with reversing is that when you start reversing, the car takes a moment to begin turning. I think having it start turning immediately when reversing would make the controls more responsive.
Wow, what a difficult game lol. This reminds me of Geometry Dash. I found the idea interesting, and I believe that making the gravity slower would make the gameplay easier. It's a very challenging game, and for those who enjoy this type of challenge, it makes sense. But I think most players want something less punishing haha.











