Thank you for playing! Knowing that you enjoyed it fills us with happiness. Currently we don't completely know how to make a functional web version of the game, but we'll keep it in mind for the future.
GeoMont
Creator of
Recent community posts
Excellent game!
I loved the graphics and the level design, you took a lot of great decision to make it fair and possible to beat. Sticking to the ceils is really clever and adds a lot to the platforming. The artstyle is beautiful, you chose the colors nicely and the spritework is incredible. I'm just missing some sounds or music.
Take this paragraph as my personal opinion. I understand why you chose to make the jumps so slow, It's a necessary mechanic for completing the stages. It allows the player to jump without needing a platform but just mastering the timing of the animation in the air. I consider that in terms of design there's nothing wrong with that decision, but in terms of feeling it creates the sensation that there isn't enough control of the character and slowens the pace of the whole game when there are just two sections where its use is compulsory. I think there are better solutions, like a pressing and releasing system (charge and then jump) or simply a double jump.
You did an great job, keep making games this good!
Great work!
This game has really cool features. A mix between space-shooter (or water shooter?) and precise movement sequences is something different, and the way you implemented the transition between them is magnificent. You managed an excelent risk-reward game mechanic! Backgrounds and sprites are simple, but they work as they should.
Just, be careful with the precise movement sequences (parkour?). The collisions of the blocks and the ship are extremely precise but the movement of the ship isn't. Sometimes I wasn't capable to place the ship in small gaps because the smallest movements don't let the player to center the ship (it's like having a movement grid that doesn't allow middle points, sorry if I'm not explaining it well).
Good job! Keep doing games like this and innovating mixing different kinds of mechanics, that's a cool strategy!
I'm soooo surprised, this game is really good!!!!!!!!
You made a perfect approach to the jam's theme, you took an extremely simple mechanic and gave it a lot of deep. The feeling of speed is super satisfactory and a great reward for mastering the position and direction of the cursor. The visuals are not only cohesive, but also electrifying, I don't have enough adjectives to describe it (sorry, I'm not an english speaker haha). You even took the time to add a time ranking system, it duplicates the game's content encouraging the players to improve the strategies to complete the levels.
For future iterations (if you want to create and extended version or try with another similar game), try to increase the twists or new mechanics of the levels and interactions with the environment. That will keep the game fresh with new ideas and challenges for the players. Now you're able to create something easy to understand but extremely deep to master.
Great job! for what I know about Unity (which isn't a lot), I have no idea how you managed to develop something like this, so I really admire your work. Keep doing it well.
This game is really cool!! (get it? because of the ice, hehe)
The spritework is really good, it's cohesive and serves perfectly for the chosen aesthetics. The music is great too, it stablishes the environment really well, I could listen to it so much time. The gameplay is easy to understand and goes really fluid. The difficulty is high but fair, that's something really hard to achieve. The upgrade system keeps the game diverse and evolving, but I think it's a bit slow.
Sometimes, older games used to restart the game from the beginning when you loose. In terms of difficulty, that's still fair, but it's certainly tedious. The point is that I think it's contradictory to use that system when there's a password to go back to the same part of the game. There's no reason to restart from the beginning if you can use the password, it only makes the player to loose time. If the player wants to retry, it would be better just to start from the same round you lost and just use a password if wants to continue later.
Really great entry, I appreciate the charisma and the gameplay, great job!
In my case, I tried to hover the mouse over the exploding viruses the fastest I can, but they didn't seem to explode. I guess it could be a consequence of my cursor's speed making the collision hard to detect.
Even tho, I think some visuals are required to explain the mechanics. For example, if the virus is about to explode, a color change (into red or orange, maybe), a size change or even a bomb timer sound could be great to explain what's about to happen. If the virus freezes you, then an ice visual or a frezing sound may work perfect. Your game already has some of these kind of details, but they're important in both the proper events and their antelations.
About stylistic decisions, the backgrounds do a great job emulating that Windows 7 aesthetic, but once the timer and the viruses appear they don't look very cohesive. I think this article may work as a first approach of what I was talking about. Sorry if I can't explain the idea more my myself:
https://en.wikipedia.org/wiki/Windows_Aero
I'm not sure if I reached the boss. There was a moment when a lot of windows popped up, but I just lost the control of the cursor and got really confused on what was happening.
You did an excellent job recreating the old Windows interface (It's crazy that Windows 7 means nostalgia now, I'm getting old). The idea is really cool, you designed an interesting system of damage and defense. For a mouse based gameplay it's really unique.
I have to complain about the enemies' and their patterns. There seems to be a lot of rules to be followed in your game, but no one of them are explained. For example, there's no visual indicator to know if you hovered the cursor enough time over the exploding viruses to avoid the damage or there's no explanation about why the cursor starts to move out of control (I hope that's not a probel of my mouse hehe).
I'm not an expert about styilistic details, but Windows 7 has some well defined visuals and design elements. I think it woul've been cool if you'd recreated those details to create more cohesive visuals.
This was a pretty unique entry with a great approach to the jam's theme. Good job!
This is one of the best I've played! It has an incredible presentation. The models are cohesive and well placed and the sprites fit perfectly in the style that you want to recreate. Having great 2D and 3D design is something really special. You nailed an immaculate vibe that every videogame player has experienced and of course reminds us to simpler times.
As the fighting training has not enough reaction time for the button sequences (I'm not sure if that can be improved training in other way), the best way to grind is the speed training. I'm not the biggest fan of grinding, but I could feel more encouraged to do that if I had a clear goal. I know that the goal is to improve your skills to performance better in the race, but it feels like "keep training until something different happens".
I understand the way you used the 3D environment to recreate the feeling of playing videogames in long trips, but it feels irrelevant once you start playing in the Cheese-Boy. I think it would've been nice if you'd find a way to mix 2D and 3D gameplay. Don't take that as a complain, I know there's a time limitation in the jam, but I think you have incredible skills to twist even more the premise of the game.
This was a really good entry, be sure that you made it incredibly well!
Nice game!
This game is filled with soul and energy. The controls feel responisve and the movements are quick. The enemies are unique and have their own patterns to attack. I loved the music and the sounds.
Be careful with the enemies' spawn, they appear on screen and attack with no antelation. That feels unfair and that's not what we expect even from hard games. A title screen would be perfect for the beginning of the game, or at least a "start" button.
Great job! Keep doing it well.
Cursed Marii versions are always welcome!! Out of the excelent jokes, this games has lots of design values. Every crack package is well placed and fair to get and all the levels add new mechanics, from the moving blocks to the sized Goombs. You perfectly captured the essence of those old Maroi parodies.
My biggest complain is that Big Goombs section in the middle of the last level. I love the idea of having to avoid them under their movement corridor, but the game doesn't stablish from the start that it may become unpredictable, so it feels unfair the first time a Goomb appears from nowhere in super speed and kills you. Once you realize how to predict them, that section lowers the game's pace and becomes a bit tedious.
This game was really addictive, I played until I got the good ending. Great job! Here's the censored evidence:
This game certainly has good ideas and is too enjoyable. There are some point that can be polished. I'm missing the presence of sounds. The jumping cube game turns a bit repetitive once you master the timing of the spikes. The flappy bird game turns too hard in browsers (at least in mine), so maybe a different game mode or a biggest space to pass may be great.
The best way to innovate is finding links between distant ideas to create something new. Now it's time to rise the bets. As you have a pair of functional systems, try to add diversity to the experiences or a way to mix both of them. If you do it in a way you can maximize fun, the game can be really succesful!
Good job!
This game has really cool features!
I love when games are packed with tons of charisma and a well defined soul. I liked the dialogs and I respect that you took enough time to explain the main mechanics. This kind of puzzles is really unique, and even more in the context of the story.
I think the game could be expanded in so multiple ways. The main puzzle is basically based on clicking things in order. There's nothing wrong with that, but some bigger twists must be necessary to keep the good game pacing and surprise the players. Also, try to improve the clarity of the objects on screen, sometimes they were ambiguous, I had to restart multiple times just to get what were they.
You got and S tier game, that states for Ssssssincredible job!!
I appreciate the effort you put on emulating an old OS, it goes great with the theme of the game and helps a lot to reinforce the experience. Even if the story is captivating, I think the gameplay mechanics block the full potential of the experience. In cases like this, where time is a limitation, l'd advice you to focus on the part you consider the most important of your game and put the whole effort on everything around it to reach its best possible form.
You did it great! Keep polishing your skills and developing games, eventually you'll reach a point of excellence. This games has really high notes.
The art is undoubtedly beautiful, you kept it consistent through the whole game. I'm grateful with the options that the game brings in the main menu to customize the experience (volume manager and text speed).
I think it's important to keep creating games that allow us to relax for a second and reflect about our lives. That can be made in too many different ways, from highly immersive atmospheres to small spots between missions just to let us breathe. The best part is that you can be sure there's a human developer that understands how you feel and wants you to recover your soul at least for a second. That's why videogames are beautiful.
You made me reflect, so I guess your game was succesful. Great job!
This one is really good! The controls were hard to get at the beginning, but once I got the it turned really satisfactory. The boss is extremely creative, I love the animations and the algorithm it follows. I really appreciate the twist you gave to the clasic space shooter.
My first complain comes with the boss. There's a blind point of its attacks in the back of the big bars. With that trick it turns really easy. My second complain is that I think the algorithm of the asteroids could be improved, they can become a little unpredictable. That's not an actual issue as the game can be completed, but a better balance can be reached.
You made a great job with a clever approach to the jam's theme, very vell done!
I was waiting to play this game since it was an Unreal editable (sorry, I don't use that engine heh). Once I played, I can say this game was a visual surprise and a truly immersive short experience. I like the color palette that you chose and every element on screen as they look cohesive.
I consider that at least a cursor or a selector for the objects that you interact with is needed. You should add more elements to the gameplay that could represent a danger or a risk to the player and a clear goal, even for the short experience that you had in mind.
Good job!
This game has cool features and charisma. Music fits perfectly and everything has sounds and animations. Implementing destructible environment is hard, so it's nice that you got it.
The biggest flaw of the game is the pacing. It took an eternity to wait for my turn. There are no ways to measure the distance with the other player or to calculate the shots.
I think this game works as a nice starting point for something bigger and more polished. I get where the inspiration comes from, so keep doing it great!
Nice and cute game! The controls are extremely fluid and responsive and the stage is really well designed. The spritework and music are great, everything fits perfectly.
There are long time spans with no fruits appearing. Just one appeared and was positioned so far from me, so it was imposible to reach it. Try adding an algorithm to keep a better balance with the bar and the available fruits.
Now you're able to expand the game with more stages and include new mechanics like enemies and objects. Diversity is vital even in arcade games to keep the experience fresh and the players hooked.
Great job!
What a blast idea for the jam!! it's like you developed four different games, each of them with their own personality and filled with charisma. You achieved a great difficulty curve just as the premise of your game says. Even with simple graphics the game is filled with juice, it makes an enormous difference in the game's feeling.
There are some design points that must be polished. The first game needs to define better the room limits, it feels like an invicible wall stops me sometimes. The second games needs to stablish better in which way the obstacles damage you, it took my a while and some hits to get it. The third game had really ambiguous controls, I didn't get how to actually control pac-man, he just moved because of unknown reasons. I had no issues playing the fourth game, but I never discovered what would happen if the world citizens reach the bathroom paper. Remember that level design is a communication process, you have to explain everything to the player but with the minimum information possible.
I admire that you actually developed an ambicious idea, keep that in mind and eventually you'll polish your skills and develop something incredible. Excellent work!
This one was funny! You took a cool approach to the jam's theme. It's fun to keep trying and trying just to see what crazy enemy is coming to destroy the world this time. That Star Wars song took me by surprise. It's great that you kept a ratio between player's upgrades and enemies difficulty.
I think some obstacles are a bit unbalanced in comparison to the player's speed. It's creative to limitate the movements to the shoots you do, but at the same time some enemies aren't made to be destroyed under that conditions properly. Try to keep a better balance with difficulty.
You nailed a great charisma point, very well done!
This game exudes charisma!! I like its accesibility and how fluid it goes. The game is filled with juice and that's excellent to improve the experience. The characters are cute and for a shooter the style it's pretty unique, incredibly well done.
I think there's a lot of time between every shoot, I think it makes the experience slower. Try to add more diversity to the environments and increase the interaction with it. And, for some reason I fell into the infinite void out of the game walls.
Keep doing it well, this was a great job!!
This was actually fun. I guess it's really hard to achieve on purpose the old Atari aesthetics, so you did a great job emulating the experience. I think it's super creative to try to reclaim the E.T.'s reputation as your approach to the jam's theme, so you get extra points.
The game runs super slow in my browser. I don't think that's good, but actually helps to emulate the original E.T. experience. Take some time to explain the keys at least on itch.io, I got stucked some time just trying to figure out what I should do. Save this concept, and once you have more time expand it, it may work really well.
Good job!
P.S. That job application jumpscare destroyed me. :c
This game has a lot of personality. I found it in the music and the graphics, which are great. I think that the tumbleweeds work great, but the flying bottles doesn't, there's not enough space of view to predict them. Positioning the player on the left or simply increasing the view size could be solutions. Try to diversify the gameplay in future iterations and expand the mechanics, I think there's a lot of unexplored potential in runner games.
Good job!
This was a great experience!! The graphics are well placed, the animations work, the movement feels fluid and the music is really good. You reached a perfectly crafted immersive atmosphere.
As great as your game is, there are some flaws that need to be polished. Instructions pass really fast, I'm not an english speaker and I read slowly, so I had to restart three times just to find how to pick an object. If you had no other option to explain the controls in the game, consider writing them in the itch.io page. I understand why you put that big shadow around the player, but it shortens the range of view, so enemies just appear and attack with no time to react, that feels unfair. As the enemies have no knockback from the knife, the game becomes even harder. Without a feeling of progression I just dropped even before getting upgrades. I know my problems could be summarized as skill issues, but I guess a better balance can be reached. Rember that you can make a game the hardest you can as long as the player feels that loosing is his fault.
I won't diminish your effort with those complains, you made an amazing job. Keep doing it as good as you do, there's a lot of potential here.
We're sorry for the inconvenience. Currently, we don't know which may be the cause for that problem, it's the first time it happens to someone. Can you tell us more about the issue? Did it happen from the start of the level? Did you delete something? Was your computer doing other demanding tasks? Was the lag persistent the whole time?
This is a really good game! You found a great way to expand the gameplay's time with the upgrades and keeping it evolving. The game menu is really good, I appreciate having a sound manager and some other personalization features for the experience. Your visuals and sounds are good. It's great to have a saving system, as a long game I'm grateful to have the possibility to pause and continue later.
My biggest complain comes from the background, I think the small rocks obtained the asteroids sometimes get blended with the background's stars. Try to improve the approach to the jam's theme, I think it helps to practice on your creativity.
In future iterarions or versions of the game, you can try to diversify the experience. The different upgrades are a good step towards that direction, but adding twists to the gameplay may help to increase the fun. It's better to always give surprises to the players!
Great job!
I'm incredibly surprised!!
I took me some time to get the main mechanic, but once I did I found that this game is somehow extremely fun. I don't understand why it's not getting the recognition it deserves. I got stuck for hours on level 5 (sorry, I'm not tha clever), but it was so addicting that I kept trying and trying until I completed it. I think you can hyper-extend it into a mobile or PC game and being succesful for how addicting it is.
I'm the biggest bad puns-enjoyer, I even laughed at yours, but I think it's not enough to justify the jam's theme approach. I got a bit tired of the music, but it's my fault for being so slow haha.
You did an amazing job, consider expanding this idea soon!
Pd. Evidence that I completed the game:

What a good game!!
I loved the idea, that's something that every kid that dreamed about developing videogames experienced. The graphics are cohesive and the animations look really well. For just a short time of development, you really reached good visuals.
My only complain is the blind point of the car. It might be fixed with some transparency or with the shadow of the player through the car's structure. I think it's nothing to actually worry about. And, don't forget to add sounds.
Remember that movement in videogames is a way of expression, so, for future iterations try to give the player more options to interact with the environment and the level elements. A fun game starts with the characters' moves.
Excellent job!
This game looks cool!
I think you have a nice aiming and shooting system, controls feel precise, the artstyle works really well and the characters' design is charismatic. I liked the joke about Oldgrounds!
The game needs more kinds of risks to increase the tension and give a bigger purpose to the playthrough. Maybe adding enemies getting closer to the player or characters that are more dangerous than others could help to give priorities to the player and a sense to the experience.
Incredible job, it was a good experience!
This game is really fun!!
Visuals are nice and cohesive and gameplay is well defined as you have a clear goal. The idea is really funny and the way you avoid obstacles is hilarious. Just, don't forget to show the player the contols (I kept pressing random keys until I figured I had to keep the flies away).
Very well done!!
What is Spider-Man doing!?!?!? XD
This game has good ideas, but the execution could be improved. It's nearly impossible to break a considerable amount of blocks just with the base guns. It becomes frustrating when you have no options to progress. I guess the shop should accomplish that function, but the path to get enough coins becomes really slow as you have no options but wait until you lose multiple times. You can try implementing an aim system or a bomb-shooting system to increase your destruction area. Giving a bigger variety of ways to accomplish the game's purpose will make it more enjoyable and diverse.
Good job!!
This game is really addictive! I could spend hours just watching that adorable frog bouncing on the bar. Visuals are good and gameplay is simple but works perfectly for its purposes. The side effects of the falling objects are a good addition to the game mechanics. I got a strange feeling when I heard some classic games' music, I guess it's nostalgia.
My only complain is tha I didn't get the way levels are chosen. It could be better to have a level selector menu or a difficulty progression system.
Great job!
Hey!! It's great to see another GameMaker Studio + BeepBox game creator (that piano sounds like beepbox, sorry if I'm wrong).
This game is really cool! I loved the way it's related to the jam's theme, traveling through time and changing the environtment is so clever. I appreciate the way mechanics change through the game, it feels more diverse and surprises you more every time.
Graphics and sounds could be polished and I think the game's rythm might feel a bit slow. Improving takes time and practice, but you're on the right way.
Good job!
This game is really cute!
You nailed the GameBoy presentation really well, from the artstyle to the sounds. The game mechanic is clear (It's great to have a tutorial) and some strategy elements are effective.
I think it could be improved just showing the obtained points on screen. Even if the rhytm changes through the run and the game becomes harder, you should try experimenting with more mechanics to make it more diverse.
Good job!










