The mutation mechanic is excellent! I love the way it impacts your stats, and encourages you to seek out specific enemies to get the stats you want. I also like how it forces you to get close, and the zoom in+sfx make it feel great to use. There's not much variety to the enemy attacks(projectiles aimed directly at the player), but the cramped level design+speed of some of the bullets keeps you from simply circling around the enemies until you win. The enemy spawns being spread out helps too, and it feels like a lot of thought was put into the AI and how the enemies move around.
Gorge Express
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I managed to beat it, though I needed to be told there was a hallway containing a double jump. The lighting made the hallway to the wall run more obvious.
When grabbing the double jump powerup, the long hallway and wait for the elevator seem unnecessary. This is unfortunate, because you have to redo it if you fall during the wall run section. And I'd be surprised if most people got that wall run section first try, as every game seems to implement wall running a bit differently.
I like how the camera shifts when you move sideways, without impacting the direction the player is moving.!
I'm curious how hard it was to implement the wall run lol.
This was fun! I thought the controls were great, but I've played a lot of classic castlevania. The mutant gauge definitely takes too long to fill, and once it actually filled, I couldn't progress because my hitbox was too big to pass under something. The splits and transformation music/visual effects were unexpected but funny lol.
This game impressed me!
I love the graphics and music. The palette is nice. The sprites are stylish, and the songs go hard. I thought enemy and player projectiles looking too similar would be a problem, but after realizing your own attacks can hurt you, the fact that they look similar made a lot of sense lol.
I like how the hearts force you to move around the arena, and breaking them forces you to change your weapon. The enemies aren't threatening by themselves, but the fact that you have to worry about hearts, forced weapon changes, and self damage makes the game quite engaging. The movement feels great. The guns feel great, and are all pretty different. The only minor complaints I can think of is that a more aggressive enemy type would be nice, and I don't think the pick 3 adds much.
Thanks for the insight! It's a shame playing around with CSGTerrain took up so much time. I haven't tried that plugin, but making smooth terrain with CSGs seems like a real pain. That beach looks nice for something that was built in only a few hours!
I've only used Func_Godot+Trenchbroom and Blender before. I'm definitely gonna have to give Terrain3D a look, for when I inevitably want to mess with something that Trenchboom can't handle.
I really like the visuals! The spaced themed UI looks nice. The info on the astrononaut's back is a great touch visually and also works perfectly with respect to the gameplay. It's easy enough to see obstacles and rings... not sure if making things standout was a challenge for you given all the grey objects in the black void of space. Music and sfx are good. I had fun with the gameplay, and trying to figure out what the strategy to get a high score is on normal/hard.
How are the spawns of the rings determined? Are the colored rings mostly random? Is there any trick to finding the black rings? I don't think I've seen one yet!
I gotta respect doing everything yourself! The visuals are solid and stylish, especially the background and the UI. I'm not a big fan of the in-game music due to it being such a short loop. The main menu music works quite well though.
There's a lot of features here I don't usually see in game jam gams! Being able to save your progress is nice, as is being able to rebind your controls. Gamepad support would be nice though... even if it's not rebindable.
With respect to gameplay, I think the level design is kinda weak. The back half of the game is definitely a step up from the rest though.
I'm curious how you're supposed to traverse the large gap of spikes at the beginning of the final level? Simply dashing over the first set of spikes would lead me to falling into the 2nd, wider set of spikes after it. I ended up getting past it by falling into the first set of spikes, but dashing right before i hit the spikes. The edge of the platform stops your momentum, but still lets you walk into the platform instead of dropping you into the spikes.
I liked it! The music is catchy. The SFX are great. Some of the visuals look like placeholders, but what doesn't looks great, especially the mech. The mechanics are simple, but the level and enemy design makes the most of it. I had fun with my 2 playthroughs, with my first ending to the final boss killing me with the attack she uses at 0 hp :(
The visuals are great! I love all the little details, like the way the cards move when dragging them around, and the slight movements the cards have when idle. The background is pleasant too. And of course, the usual solitaire win animation is there, and looks great. Getting to that animation took me a lot more than the 9 moves you have in your screenshot though :)
SFX and music are great!
The gameplay is solitaire. Not too much to say there. Controls feel great and are responsive. Only issue I ran into is sometimes the 2nd card in a stack would be rendered over the first card. This would also make me unable to click on the first card, but moving cards around would fix things.
Hey! Thanks for playing! And the kind words+feedback!
The game was designed primarily around the flight restrictions being on. It does make things *significantly* harder though. You have to carefully plan your jumps, and take advantage of the limited air control you have after double jumping. Flying through the rings is also awkward using the mouse, and the set of the rings after the 1st are prob way harder than they should be in retrospect. Messing around with mouse sensitivity might help, though I think my way of handling sensitivity may have been flawed.. I figured most players would end up turning the restrictions off.
The ring is definitely not explained very well. It also only kicks in if you go through it while flying. I tried to place them in places where it was very unlikely someone would go through the ring while not in the flying state. Unfortunately, I forgot that disabling flight restrictions makes it pretty easy for that situation to happen...
Thank you for playing! I'm glad you liked it!
The 3rd course is on top of the room containing the tutorial entrance, but it has more difficult wall jumps than the 2nd course.
The first-person wall jumps are definitely trickier than intended. If i ever make another first-person platformer, they likely won't return.




