Thank you!
hoodscott
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Ah, that makes a bit more sense. I went back and got the ending by sacrificing 3 of my guys for food and resources right at the start and then I got lucky with getting 5 more shops that run so I would have probably been able to make it without the sacrifice in hindsight. Great game - I liked your writing -the ending is cool, another nice twice. Although I do wonder how my guy with just a head+torso in the end was able to drive and repair the car, haha.
Also found a wee bug when restarting the game after losing during the broken down car event because of no spare parts, the car doesn't get repaired between runs - solved with a refresh of the webpage.
Nice take on the Organ Trail like game. I liked the random events, they went in some unexpected directions. Particularly the hitchhiker event, picking them up helped me make it a lot further one run and then I was shocked at what happens if you don't have room on another run.
Starting the game with 5 limbs was a little strange, maybe in the Broligarchy times we will evolved a third arm. And I think the food requirements were a bit high, even with spending almost all of my limbs (down to just two limbs each) on food at the start of the run, the best I could manage was day 16. Had a good time trying to get to day 20 though.
Really impressive metroidvania game for a jam - the map was surprisingly big. I got stuck under a moving platform at the end of the patience corridor on my first go (after getting the speed control too) so had to start again. Finished in 10:47 with all items but no secrets - I could see the other areas but had no idea how to get there. Having my mistakes played back to me was fun, really nicely done.
Shame about the controls not showing properly although even after reading the comment on the itch page I still couldn't figure out how speed control works. Was it left stick up/down and then press the same button you use to open doors?
Sweet story - I enjoyed the cutscene art. Although what the the text noise, it sounded a little strange?
I got to the end but it took me a long time, the last jump up the mountain is a bit mean because you need to do it blind and if you mess up you go quite far back. The jump takes way too long to get a useful jump and I think if it was a little faster, timing the propeller could have been more fun.
Cute game, the little bird is great and the death sound makes me feel so bad when I died. Some nice ideas to have the friends help you in different ways, would be interesting to see if you could combine them in future more complex levels (like choose to "use" a friend to get rid of an enemy vs. double jump right over the top of them. Pretty sad ending though.
Creepy game, just unsettling enough, nice job. The van sprite is really nice, looks like it was a lot of work. I really liked the headlight effects too, the way the trees have multiple shadows is nice (its like we have multiple sources) and the subtle red light behind.
Managed to only find four areas before running out of fuel and I feel like I explored all the road and even did a fair bit of off-roading - is there another section of road that is not connected to the starting path? Also, minor bug, but the gameover screen assumes you died from failing the headlight reaction test and not running out of fuel.
Wow this is an amazing jam game - its crazy how big the world feels, the cave just keeps going.
I got to two shrines remaining but fell out of the world in the invisible water shrine and got stuck unfortunately. Also got a minor bug where the audio levels would reset randomly so I had to mute the game after a while which is a shame because I was enjoying the music.
I found all the items but only got back to the ship on time twice and got a creepy ending. The slidey controls and tight time pressure made it pretty difficult.
The fuzzy filter was an interesting effect but made it quite hard to see things especially with how dark the planets were (even with the flashlight). I prefer the look of the screenshots on the itch page since they look a lot brighter and crisper than what I was seeing in game. The use of HTTP status codes was funny.
Tough game to get into, the controls aren't that clear but once I got it, I liked it. The shop screen could have done with some arrows to help guide the player in how to buy items but the items you buy feel impactful. The first time I broke a purple rock took ages and by the end I was smashing them out of the way, the hard part was actually hitting them because I was going so fast.
The logs in the lore are nice and unsettling, and slowly build up, I think I read the last one ("don't turn off engines") but I had already turned it off so lost the game pretty deep down. Also enjoyed the sound design, especially the metallic clang when hitting rocks sometimes.
Totally glossed over the "Particules will be created, try to follow them" instruction so my first playthrough was just me making spirograph patterns until I saw the red orb, overshot it, and then couldn't find out how to get inside an orbit - I'm assuming if you overshoot you lose? Once I actually read the controls I managed to get back there in just 2 orbits but only got a B rating.
I like the look of the game and for a second I thought the rewind mechanic had actually been recording my moves but then when I realised what it was doing it made sense. Its a cool movement mechanic you've come up with, nice job.
Road works ahead
Chaotic game to play. Really liked seeing all the unique obstacles on each of the levels - looks like a lot of work. Especially the ones with custom behaviour like the UFO or cyclists. The jump animation was also very unexpected and funny.
I had fun trying to beat my scores but the hitboxes could have been a little more generous. The tall thin obstacles like signs, umbrellas, and trees feel like they should only collide with the bus right at their base.
Really great looking game, the tweens were worth it! Also loved all the funny event dialogues and the parody billboards, nice work! It was nice to see difficulty options in a jam game, although I chose easy mode and barely squeaked passed the boss so thinking of how hard "hard" would be is scary.
Tiny thing but the name generator might need a double-check. I got names like "Tiny Moving Par" and "The Casper Figh".
Taking off and landing might need a little bit of work, it took me a few tries to get the goose off the ground and then it was flopping around like a fish in the final landing zone. Enjoyed my time with it though, it was nice and relaxing to soar around looking for geese and seeing the little cars drive around the farmland dioramas way down below. The UI was also hard to read against the snow and grass.
Interesting premise to choose between angel and demon powers but the font in game is a little messed up so its hard to tell what you are actually choosing. I managed to get through three rooms on one playthrough but then when starting again I would instantly die - not sure if this was a devil power or a bug. The monsters were cool though, particularly liked the biblically accurate eye/angel.
> This Game is TOO HARD! and is LITERALLY impossible!!!
As soon as I saw the hole in the ceiling above the "break" tutorial text I knew what kind of game this was, haha. I was barely able to complete anything, just way too hard for me, sorry. I got a couple of screens above the starting point in the Crucible where you need to make a couple of short jumps across floating platforms but gave up after a lot of attempts. A little bit more coyote time might be nice, I felt like I was falling without having jumped a lot.
A few really interesting ideas in here. Snake with conveyor belts could be a whole game. Trying to solve a maze with the snake mechanics was also interesting but I think with how random the apples spawn it didn't work as well since a lot of the time apples would spawn in completed rooms so you'd have to backtrack for no reward (and risk dying). And Predator mode was super useful but seemed necessary as controlling the snake without it seemed extremely difficult.
Best attempt got to a size of 42 but didn't find anything other than the normal apples. I had another few goes after reading about how the green walls are destroyed but couldn't beat that length or find anything new. On one run I just explored to the right and got the map to be five tiles wide and it wasn't the edge, how big is the map?
Really hard game but I managed to stick with it and got 611.9
Visuals are great, the smoky background effect is particularly nice and I like how the world lights up when you get your next ember.
I think a few tweaks would make it a little more accessible. The level transision is a little slow - its possible to fall down a pit in a room before the camera sees it which feels bad when you are expected to repeat levels multiple times and see this transistion. The camera on the later levels can get vertically confused, sometimes I was walking off the bottom of the screen and just had to navigate by memory/vibes. And the gravity when falling feels a little too powerful - it does make the jumping feel nice and weighty but just a little slower descent would make some of the final jumps a bit easier (especially the ones that involve sliding down a wall).
Overall enjoyed it though. I'm glad I stuck with it, thanks for making it.
Fun little game - don't know why but from the title and itch page I was sure you would have a gun so was nicely surprised when it turned out to be melee combat. I guess I've just been brainwashed into thinking desert games = cowboys = revolvers.
The enemy animations are really nice and the slowmo helps us appreciate them. And scaling the enemies up (along with their healthbar) to show they are more powerful was a funny touch.
Beautiful looking game, art and music create a nice atmosphere. Enjoyed the music stings on jump and dash too but it was a little too hard for me to complete. I gave my feathers to a drifter (didn't realise he would take all) and got stuck in the next room since I just had one jump. Anytime I died I would need to do a puzzle to get a second feather to even begin the make the tough jumps around the thorns so I eventually gave up and got used to my life in the tower.
I think there were a few hitbox issues. As an example in that room after the drifter, the platform at the bottom is visually more left of the collider.
Really interesting idea but could maybe have been explained a little better. I got to the bottom and got really confused as to why all five places had to down moves until I went back and read the description and your comments on the main itch page.
60 seconds is not a lot of time to be able to draw the map so I never managed to actually map too much in game. Also the "r" piece is duplicated in place of the "L" piece which made things tricky. The map screen seemed to only appear at random intervals, I couldn't work out what triggered it either. Neat concept though, pretty unique maze game.
Really nice looking game, with the transparency of the platforms it looks amazing but not sure about the font choice and a reskin of the progress bar would've gone a long way.
Title is very apt when you try some jumps and just hope there's a platform out there. I particularly like the idea of keeping the goals visible so you can always tell where to go. The time limit adds a nice bit of pressure to the platforming and it feels tight but not too demanding, nice work finding that balance.
Very tough game - I had a few goes at going right but never managed to defeat the golem. I liked how his attacks were very well telegraphed but he always got the better of me (normally along with a few skeletons who entered his arena late).
A little feedback on hitting the enemies would have been nice and made the game a bit more satisfying, and maybe a boss health bar so I could see how close I was getting to winning. Had a fun few attempts though.
Fun game! Took me a few goes but eventually beat Year 5 with the last crab, it was a good test of skill. The sprites and music is really nice - I liked the count in at the start of each level/year.
I think if you had disabled the collision on the ants a bit sooner (like when the death animation plays) the game would have been a little easier. A few times I clicked on an ant that had reached the path and it managed to take a few crabs down with it during its death animation - although maybe we could just say that was the acid left behind by the dead ant, haha. Nice work though.
The art, music, and story build a nice atmosphere that kept me playing, trying to uncover more. Its really nice when you find out the payoff from certain actions like giving the doll to the girl (mandatory). I got to 5/7 endings (sick, bang, resourceful, helpful, and rejected) but never found out how to interact with the creepy purple house. Thanks for a great experience.
Really unsettling game to play (meant as compliment). I really like how the scenarios can range from completely benign like getting your foot wet to something much stranger.
It seemed a little too easy to triangulate the position, each time I played I got there before I was able to interact but not sure how to make it harder. Also not sure how to find all the endings. I played a few times and only managed to find two.

