Hey, at this point we're going to wait until the Jam voting is over - but for any future entries, is it possible to publish a new version, without affecting the Jams submission? We had some major bugs, that we've ironed out - but, in the spirit of things, we wanted it to stand as what we accomplished within the time frame, as when I finally just got round to it, it just took me an extra 20 minutes to iron out those issues.
GlitchwareArron
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Could have sworn I wrote a comment earlier...
So, the games theming here - it reminds me of a flash game, and I mean that as a compliment. Feels like I'm loading up Armor Games or something all over again. The puzzles are definitely all on the easier side, but as a proof of concept in a short jam; fantastic. The theming is all really solid as well.
I do agree that the table slamming on restarting the level was annoying, but that just feels like something that would have been taken care of with a bit more time to cook. It'd be interesting to see what other colours would do, and how far you could take this mechanically if you did develop it further!
It is interesting to see how such similar takes still have so much nuance between them. And hey, we literally have the same issue with not really seeing when you take damage - and, even buggier, because you can't even die 😅
You guys did fantastic, even if you don't continue this game, I'd definitely look into the intro style. Thinking about it more in retrospect, was it in anyway influenced by either Stardew Valley or Undertale; or perhaps even both?
Thanks for the feedback! Yeah, we had sound, but didn't get chance to implement it. I knew exactly how I was going to add player death as well, it was going to hook into a similar trigger to the boss win, but neither made it in! Well, technically the boss winning works, but the boss spawning doesn't 😅 so does that really count?
Once the voting closes, we're going to polish it a bit, add dying, add the sound and options, and then also fix the waves up. Both the actual boss spawning, and then also the placement and timing of them was all incredibly rushed right at the end, after spending way too long on the boss.
Thanks for playing!
Using your face to catch on to the edges of platforms was great, and the only move left or right while jumping was very unique. It didn't feel like the theme interacted with the gameplay very much though. It was there in the environment, your character was the brush, and it's shape definitely had an impact on how you moved - but besides that, the theme/object where more there, you didn't interact with them as such. Nothing mechanically separated falling off the edge to a regular platformer, it didn't feel "overflow".
The graphics where interesting though, the background was trippy. I wonder how you could lean into a more psychedelic angle with this stuff.
Cute Corgi - would have been for for some animation when you're using the brush, I couldn't tell I was doing anything at first. Got pretty tricky, I think if a blob gets big enough, you can't clean it? Or do you have to get right to the centre to clean it, which is difficult to do when it gets too large?
Fun project - one weird bug, half the letters weren't rendering properly, I was getting little squares with numbers in. I also found the controls a little floaty for trying to land on tiny platforms, it was pretty difficult - but I wonder if that was an intentional choice specifically to make it more difficult?
The visuals were great - the intro was perfectly done, that would be a very cool style to take further in some way. The main menu looks fantastic too actually. The level was a little more roughly put together I think, but I the see the potential there.
Great gameplay idea, I found it a bit difficult to tell when I was taking damage, and I seemed to die for no reason - but that would be easily sorted with a little bit of tuning I think. I also got the invincible bug, I was trying to see if I could survive for 5 minutes. There was also the bug with the enemies getting stuck inside the large bottom wall obstacle.
I know you played our game, and we actually had some quit similar ideas for implementing this! We both made a twin stick shooter, with a push/pull mechanic on shooting/recovery, where if you're too gung ho you get a negative effect. I did like how your implementation wasn't just straight damage, but had weird effects that happened instead. I think for our game, the straight damage worked better for us in context, but wouldn't have been the right move here. It also tied in to the games theming as well.
Really good crack at it guys!
Thanks! I've passed the art comments over to the one responsible.
On game over: exactly that, losing was planned, but not implemented. The funny thing is, the win screen does work properly - but that's no help when you have to kill the boss to trigger it, and the boss can't spawn because it crashes the game 😅
Yeah, we settled on 10 early then never had time to fully play that before scrambling to submit. There was a planned stun effect after pulling too many leaves too. We did have music and sound downloaded - just ran out of time to put it in.
Thanks for playing!