This was surprisingly satisfying to play once i got the hang of the idea of momentum == launch further/higher !
The visuals look charming and level design is solid, had a good amount of fun zooming through the levels ^^
Amazing work !
The hitbox for detecting if you're over an island was a bit too small in retrospect, ends up making you dash downwards instead of boosting even though you seem like you're above said island🤔
New obstacles and general things like collectibles are on the to-do list though !
Jam version of the game basically only is a really basic foundation for the systems and content i'm planning to add over-time ^^
Glad you enjoyed the game !
Arghhh i'm terribly sorry for that bug, probably wouldn't have been an issue if i added a downloadable version of the game on itch !!
(web builds are always pretty unstable so that kind of thing has to happen to at least one or more of the people trying out the game online -_-)
I have to agree that the controls are pretty complex to grasp though ^^ an in-depth tutorial is definitely needed to make sure everyone understands how to play !
Time is so short during gamejams though (especially when you struggle with planning ahead of time 😭) that making a good tutorial is such a headache for more complex games, offloading the work to a written guide is (i feel) often the easiest solution (even though it's definitely not the best for the player's experience 🤔)
Thanks a ton for playing though !
I'm pretty sure the forest was coded to have 2x more obstacles than the other biomes, that's why it's so much harder to get through !
(and yeah looking at it right now it's probably too hard for it's own good)
It was actually supposed to be a tiny bit less dense but i'm pretty sure i've left an extra tree or two in it's tilelist* and that ended up skyrocketing the difficulty compared to the other biomes x)
*tilelist = list from where random-gen chooses tiles to place
Hitboxes needed a bit more of tuning before being release for the jam too, especially the ruins/skyscraper's, their hitbox extends wayyy further than their actual sprite
(and who doesn't hate getting hit by a bad hitbox ^^)
I never thought anyone would enjoy my entry as much as you though !!! I'm honored !
(i'm also super happy to see so many other people enjoying it !! it's a crazy feeling !)
I'm not expecting to win this jam since there's so many fun and good looking games that have been submitted by everyone (i hope i get a good placement though ^^)
I'm planning to update and refine this game a whole ton in the near future so stay tuned ! (i'll also need to do more gamejams during next year, this is just so much fun ^^)
Thanks for playing !!!!! <3<3
the variation in terms of gameplay elements is something i should have prioritized way earlier when working on this game !!!
Was originally planning to add more obstacles like giant clouds that would blind you as you pass through them or flying fishies to grab mid-flight for a speed boost (or something like that) ^^
The music was made in a hurry too, the loop is way too short and hearing the same 30 second song over and over again is enough to drive anyone to the edge of insanity😭 the repetition feeling will definitely be lessened once i'll make the song longer! (i hope so at least)
Variety is for sure one of the things i needed to work more on during the last days of the jam, lessons were learned at least <3
(i was brimming with so many ideas of what to create during the jam that i ended up making way less than what i actually wanted to create, now that the jam is over though, i got all the time in the world to implement some crazy stuff!!!
Super happy you enjoyed playing it !!! Thanks a ton ^^
This feels so good to play !!!
Managed to get a streak of 88 after a few runs, i loved how responsive and satisfying the controls were ^^
The slash sound effect could use some more slashy-ness (if you get what i mean), but on the other hand i simply adore how pleasant the visuals look !
I need more of this !!! Great work <3
Played this really late at night, i absolutely dig the somber ambience you've created there !
- had a pretty spooky quality to it that i really enjoyed ^^
Good old game of pool, splitting the pool balls in half is an interesting mechanic that i'd be interested to see expanded gameplay-wise, has some potential ^^
Would have liked to have a way to progress the dialogue manually instead of it advancing forward by itself though, it ends up being pretty hard to read some of the lines since they progress so quickly !
I'd love to see more of this though, very nice work !
I liked it !
I feel like the difficulty might be a bit unforgiving once you get far enough though, the rail-hopping animation end-lag ends up being the run ender for most of my tries, and in the end it just feels bad to die to an un-reactable obstacle !
(rails eventually appear way faster than you can actually switch lanes, which ends up stopping you around 150+ velocity)
(would have also needed a way to hop to the opposing end of the track since you sometimes end up reaching a dead end with no rails to your side.
The arrow showing where safe rails are is a good idea but it ends up being wrong occasionally and straight up sends you to a dead end with no hope of surviving)
Still really enjoyed the art/sound direction though, gave me a really good first impression when first starting the game ^^
Nice game ! Good work <3
The "large interns have 10x mass but deal 0 damage" heavy hitters compagny initiative is completely and utterly overpowered ! Thought they would at least deal damage to the player if reflected but it seems like they don't, i love the idea of them doing no damage in exchange of additionnal mass but they end up just destroying everything in their path, kind of hilarious to witness though.
I absolutely loved the game but my first run was such a breeze thanks to it i had to re-do another without it to actually enjoy the game's difficulty ^^
Anyway ! I'm in love with what you've made here, the cover art and itch.io page of the game do such a disservice to it !!!
The overall game is insanely polished, be it graphically or gameplay-wise, it was such a treat to progressively upgrade my stats to send more and more interns into the opposing startups !
I wish the music was a bit louder though, it sounds like such a banger ! The game's great otherwise.
Amazing job with it !
(Oh my god i think i wiped the first level's leaderboard i am so sorry D: i thought it only removed my current name, not everyone's D:)
Aside from this i absolutely loved this !! The menus have an amazing feel to them, graphic style is clean and the gameplay is stellar !
Found out the rifle had a pushback so i had to try using an autoclicker to see if you could gain infinite speed by turning around and shooting fast, turns out you can !!!
I think it might even be viable to do it without said autoclicker if you really hate your mouse ^^
(tried it won't recommend though, you'd need to click more than 20 times per second to even get past the speed boosts targets give you)
(wanted to purge the score i got with the autoclicker from the leaderboard but ended up purging everyone's in the first level D: i'm so sorry)
I loved it!!! Had tons of fun trying to break it (be it with an autoclicker or with colliding with walls to fly all over the place)
It feels so good to play !! The visual/sound effects are really satisfying and even though the game is really really short (i wanted to play more !!!) i had some fun replaying it a few times trying to beat it in one shot !
The game's cover on itch.io would definitely also need a fresh coat of paint though! Even having a sprite of the character striking into some particles (or something close to that) would for sure bring more eyes to it !!!
Loved playing it a lot ! Great job ^^
I actually remember audibly gasping seeing some of your game's art on the discord during the jam !! hiiii!!!!!
I was originally planning to make it an endless runner but decided against it since i felt as if making it such a game would go against the idea of going the fastest you could go,
adding health to the lil' dragon and making it limited just encouraged the player to go slow and to methodically dodge the obstacles instead of trying to get as much speed/momentum as possible :D
Went with the more fun option of making obstacles halt your momentum and just reset your speed, made it into a sort of racing game and i think it turned out nicely ! Ran out of time before i could add a free-flight mode (basically endless but with no scoring) but i'm still really happy about the whole thing !
I should have made the leaderboards/mode selection a bit clearer for the players though, it's really had to understand what the goal of the game is right now ! (reach 10 000m in the least amount of time / go as far as possible in 200s)
Super glad you enjoyed my submission ! Thanks a bunch <33
The camera should be zooming outwards once you reach a certain speed so you can see what obstacles are in your path ! It does reset to a zoomed-in state when you slow down though.
As for using the islands to go faster, you basically check two things before you can actually try doing the boost:
Once these two conditions are met, you can press [S] + [Spacebar] at the same time (without holding any other direction keys) and you should be able to boost yourself off of the terrain below you !
I really need to clean up the explanations even more ! The fact that you're struggling with them definitely means i wasn't clear enough >:(
Hope you enjoyed the game still ! Thanks for playing <3
Love the dynamic music, having it ramping up with more and more instruments coming in as you get faster always feels great ^^ The models look super charming too, especially the reindeer !
The controls are pretty satisfying to use and i really love the boost invincibility as a gameplay mechanic ! Pretty fun trying to time it right to spend the least amount of ~christmas magic™ possible per obstacle !
I like how limited the amount of christmas magic you have is, forces you to be careful as to when and how long to spend boost for each obstacle ^^
I love Spruce Willis <3 Great game !!
This is just so smooth to play ! I love everything about it, i'm amazed at how polished the whole game looks too!
I especially loved being able to go off on some weird paths instead of straight up going through the intended route, adds a super nice degree of player agency that i absolutely adored !
The level design was great, controls were smooth and overall i'd definitely play more of this <3
(reading is hard and failed to notice there was a jump at first, i'm a dumdum)
Yeah, the boosting off of islands is a really tricky mechanic to actually find an intuitive keybind for surprisingly enough!
(Basically if you press any other keys when trying to dash, the game will default to putting you into a dashing state instead of boosting you)
I ended up settling for just pressing [S] + [Space] without anything else since it seemed like the most appropriate way to not mess up the potential dashing angles you can use AND being accessible enough to reach on reaction.
Keeping the number of total buttons you have to use low is definitely (i feel like) very important for any game's ease-of-use ^^
Boosting your speed to a stupidly fast level and just crashing immediately into the first boat/tree that comes your way feels so silly currently though...
(i'm still trying to think up ways other than just dezooming further to allow for easier dodging when going at the literal speed of sound)
Did my best to juice up the take-off animation feels as much as possible, glad you enjoyed it !
I actually was also planning to add more effects to just flight in general (like wind more water trail stuff) but the whole thing looked so unpolished at the end of the jam i just decided to scrap it for the time being x)
Thanks a ton for playing ^^
I feel like adding customizable zoom parameters players can choose by themselves would help a ton for overall accessibility, since some people prefer games to be more/less zoomed in depending on their playstyle ^^
I'm actually really sad that i couldn't polish the obstacles's collisions and sprites, to be completely honest my time management for this jam was all over the place, i ended up adding the forest/marshy biome like three hours before the jam's end so it ended up being kinda jank in some aspects :>)
It was such a nice learning experience though, absolutely loved making everything in the game from scratch :D
Thanks for playing though ! ^^
Absolutely dig the simple but clean graphics, using the planet orbits to launch yourself forwards feels great, controls are all around very nice !
I would have liked to get a small invulnerability window right after picking up a package because bouncing off the planets to pick-up said packages would be a ton of fun !
(Since right now bouncing off a planet that gives you a package actually hurts the package's hp once from the bounch, maybe it's an intentional choice though?)
Very charming game, well made ^^
Genuinely charming, both in terms of artstyle and gameplay !
Love how "snowbally" the game is, your combo being your attack stat was a really clever idea ! You end up oneshotting basically every enemy once you get the hang of dodging everything coming at you but the terrain/wisps-looking lil' guys keep the game difficult even if you're powered since you can't hit them on the head ^^
The huge combo loss when getting hit makes making errors maybe a tiny bit too punishing, but balancing it correctly seems pretty difficult from my point-of-view so i'll let other people be the judges of that :>)
I really liked it ! Felt fun as hell to play ^^
Definitely should have cleaned up the leaderboards at the start of the game to make things clearer :/
If you look on the left before first launching yourself forwards, you'll see a Leaderboard !
The objective is either to fly through 10 000 meters with the lowest time possible or to race to the furthest distance you can reach in 200 seconds !
(you can gain a ton of speed by launching yourself off of terrain with [S] + [Spacebar] too, regular dashing doesn't give you that much speed)
You can switch between those two end goals with the [Switch Mode] button ^^
Glad you liked the art and music though <3
Tons and tons of fun just grabbing the ingredients and sending out orders one after the other !
A way to rebind the controls would have been great for this game, half the battle is memorizing which button allows you to control which tentacle. Once you know the four inputs by heart though it feels super nice to go off into a flow state of just grabbing the stuff that flies around you, all while making and throwing out orders at clients!
I absolutely loved it ^^
Fun, fun concept, would benefit from having a more zoomed out camera (and by placing said camera more towards the right of the character since it can be kind of difficult to see what's in front of the player when going super fast!
Would love to have visual and audio feedback when the clock gets low too, i personally kept dying to time without realizing it for the first few levels because there was actually a clock you had to keep track off :>)
(totally my fault for not reading the page's description though lol)
Art is cute, controls are clean, and overall it's a fun game !
Well done >:D
This game tickles my brain (in a super nice way) !!!
Can't believe i just stood there cutting fruit for a dozen minutes without realizing it, the upgrade treecoupled with the satisfying knife momentum stuff were a blast to play with ! Getting to the next tier of fruits always felt so thrilling for some reason??
Absolutely adored it, well done !!
A little cozy visual novel is such a nice break from all the fast paced games, your art is the most gorgeous thing i've seen in a good while, the writing was so sweet too !!
Absolutely loved every character, the hungry snow wasset and mouse were definitely my two favorite characters though ^^
(i hate that i messed up the potion for the wasset!!! poor little guy got in hungry and went out hungrier because of me)
(even though the momentum theming in there is kinda stretching the concept of momentum, i won't complain because we got a cute potion brewing visual novel anyway ^^)
Loved it ! Really nice entry <3
Love that we can climb on the background hills !!
Flamethrower needs to have some added feedback when hitting snowmen though! Particle effects or even just a different sfx when you actually are hitting a snowman with it would make it feel way more good to use !
I feel as if the flamethrower taking time to melt snowmen and speedyness of the car kinda clash against eachother in a bad way too, if you want to actually score points instead of just zooming around then you'll have to slowly angle yourself towards the snowmen (or do a huge U-Turn if you go past them) and just hold space until they die :(
Having to wait around for them to melt inside the flamethrower's radius just feels counterintuitive to the game's movement :/ I want to zoom around AND kill snowmen for my amusement !!!
Aside from this the movement's physics are solid and it was fun looking around for pickups while burning those wicked snowmen, healing from eliminating is always a really nice mechanic to have too.
Nice job !
The movement is insanely fun ! The music is amazing and the cats are adorable <3
I feel like the camera could be slightly higher up above the ball, was struggling to see what was in front of me at some point, aside from that small nitpick, i really enjoyed it !
Loved the aspect of having optionnal fishies to collect while rolling around, though i'd say you should definitely have lowered the score they give relative to the speed bonuses, right now zooming around super fast is really desensitized compared to slowly going back collecting as many fishies as possible since the time bonuses are so small !
Wonderful job, i actually might come back trying to beat it as fast as possible instead of aiming for score the first time ^^
The art is very pleasing to look at, sound effects are nice and gameplay is fun !
The camera definitely needs to be moved forwards though, a good amount of the game's screenspace ends up being useless since there's nothing happening on the left of our character. Makes it hard to see where some ennemies's bullets are coming from too !
Some flying ennemies also blend in with the background a bit too much, thought bullets were appearing out of thin air at certain points ^^ more of a nitpicky thing though
Aside from that, the healing from shooting hostile bullets was a really nice mechanic ! Great work on your game <3
These flight controls have some serious potential ! I'd love too see this with more polish and content <3
That little crosshair that shows where you're going is super nicely found by the way, helps a lot with the moving around part ^^
(super unlucky that you didn't have enough time to develop it more for the jam, looking forward to seeing it updated though!)
The last level's super long corridor at the end was so thrilling to go through, reaching the end right before the timer ran out was exhilarating !
Everything is just amazingly well made, difficulty went up really fast after introducing the lasers but i love me a good difficult game ^^
Can't find anything negative to say and i hate it >:(
Fantastic work !