Fun simple game. The platforms eventually becoming non-solid for a while, the walls coming in from the sides, and the teleporting doors were a nice surprise, definitely made it more interesting. The only thing I didn't really like was the audio, it didn't feel very good to listen to.
Ikuna Games
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Really fun game, just felt the lack of air control made it really difficult and unsatisfying when jumping. I laughed quite a bit at the dialogue, besides the jumping, I really enjoyed it! Also wasn't clear you could double jump, just kind of tried it out as there was no other way I would be getting high enough.
Really nice, enjoyed it! There were a few platform configurations which felt like you needed pixel-perfect jumps to do them the higher you got up. Definitely really challenging, with the tiny platforms and strict controls, but was fun. Missing any jump felt really punishing, and it was really hard to recover. Maybe making the water take one heart and bounce you back up, or just making the water keep up with the player more so it insta-kills them might work? I didn't really feel much pressure from the water, as it was usually way behind me. After the first area, you pretty much only have one option up. Maybe adding more platforms so you have different options would make it more interesting, and allow you to actually recover should you miss a jump? Overall, great game though, I really enjoyed it! If you do a post-jam update I'd be interested to see where you take this.
I liked the aesthetic and the idea, but just found the enemies really frustrating. Alot of the time I would suddenly die for no apparent reason, or hear a heartbeat, turn around, and have the enemy right there which was really scary haha. A better audio or visual cue to actually tell how close the enemies are would make this alot more enjoyable, also they definitely seem fast even if they are slower than the player, for such a small level. I first skipped the tutorial, as I hate reading, so after being completely lost for a long time I went back and read it. Given the circumstances, a text tutorial is fine, definitely would benefit from an interactive one though. If you do a post-jam update on this I'd definitely be looking forward to it, I really enjoyed it! Just think the enemies could use some tweaking.
I wasn't able to get past the 2nd battle 2nd phase, I tried many many times but couldn't come up with a strategy to beat it. Very cool game from what I saw, unfortunately I don't think I enjoy the platforming aspect enough to continue with it :( The player felt too slow horizontally for me to skillfully dodge chalk coming from both sides and from above, and the hitboxes felt massive with how big the chalk was. I did enjoy it though, just find the platforming aspect really frustrating.
Thanks for the feedback! Deceleration is definitely something I felt needed adjusting, and I think wall jumping being more intuitive if you could press either horizontal key is good point. I think I will try making an invisible hitbox specifically for the dangers, as I agree it's way too big right now.
Really enjoyed it! I got to 41206m before the lava was just too fast for me to outrun. I felt there was alot of repetition, I frequently saw the same area spawn three times in a row for some reason, maybe making it less random might fix that? The differing pixel sizes of the spikes and enemies, which were quite higher resolution than the terrain, felt off to me. The movement felt good, though the dash felt like it went too far to be of much use in most situations.
Alright, definitely fits the theme. I don't see why there aren't any obstacles anymore at the moving platform part, at that point you could've just ended the game there. It was definitely a challenge to get past the starting obstacles though, just don't feel like the assets you used really fit together at all.
Really awesome game, loved it! The lack of feedback really bothered me, I never knew if I actually hit a note or not, and still don't know if I was playing it correctly. Really liked the aesthetic, nice one! Managed to get position 1 on both, though I feel they both were really easy aside from a few parts where they suddenly became really difficult.
Really cool game, I played it a few times through and the fastest I got was 241s. Wasn't entirely obvious at the end that you can land on the text. I also feel the really scary cave ambience was a bit much, I felt like I was playing a horror game. Really cool game, did find the spike area to be the hardest part, with it suddenly getting super easy after that.
Found it a bit weird that you use arrow keys but use space to jump, but can't use the WASD keys. Also didn't know you could drop down from platforms, maybe atleast putting a section on how to control the game on the itch.io page? Cool game, definitely fits the theme. I collected (all?) 107 coins, very simple and easy to understand, like it!
Interesting survival game, I did find it a bit confusing when my tools broke though. I see that the tool gets black when it breaks, and deals nearly no damage, but a sound and a popup saying that your tool has broken would be a much clearer indicator of that. I also found the difficult was really easy, you barely take any damage and can easily manage the stamina if you spend a while hunting. Nonetheless, I'm a fan of survival games so I enjoyed it! I like how there was a boss at the end, though definitely wasn't any harder than the animals that fight back.
Thanks for the feedback! The daily income thing definitely could use explaining, and it actually is tied to the villager happiness! If their happiness gets too low they stop producing anything, and if high enough they produce more. I definitely do intend on adding some kind of indicator for when their production changes based on their happiness in the post-jam version! Glad you liked the idea, I definitely continue to expand on it in the future!
Thanks for the feedback! Also glad you liked the vibe and music I chose! The events happing so infrequently was definitely an oversight on my part, there were supposed to be 4-7 a day but the event system had a bit of a flaw with creating events each day. I definitely plan on patching it and adding more events post-jam.
Thanks for the feedback! Making a god type game is a bit ambitious, especially since I've never made one before, so I can see why not many people would go for this type of game haha. Spent quite a bit of time figuring out the system side of things, leaving only time for me to create a couple villager events. Nonetheless, glad you enjoyed it! I definitely intend on updating it sometime after the jam with way more events!
Thanks for the feedback! The game getting more difficult each day was definitely originally planned, with the village gradually getting more and more chaotic as the days went on, but I spent so long on the systems I only had a handful of events I managed to make at the end :( The choices leading to other choices sounds like a funny idea haha, solving one problem just to create another. Also glad someone noticed the effort I put into the current day number getting better, I definitely was planning on making the final day the "boss" of the game and wanted to show you gradually getting closer and closer to that final day.
Thanks for the feedback! Definitely too easy right now, I plan on releasing a post-jam version sometime in the future that fixes bugs, balances things, and adds more content. Definitely plan on adding an in-game tutorial and a bit more story behind the game to give more reason to the player. Adding village development is a good suggestion, definitely would make the player more attached to the village and their decisions more meaningful.
Thanks for the feedback! I definitely want to shift the difficult from finding the villagers more so to solving their problems, so allowing a further max zoom out is definitely on my list! I definitely want to give the player a bit more control, not exactly sure the direction I want to go with it yet after the jam, but I will consider your suggestions!
Really cool game, enjoyed it! One thing is I don't think the levers reset when you reset the game? I also found them a bit hard to find, somewhat blending in with the floor and being a bit small. That area filled with voids at the top of level 2 with nothing was also a bit mean :( Really cool concept, I also like that the light pools aren't infinite, making them only a temporary safe spot, really adds to the tension and encourages you to keep moving! Great job!
Cool game, felt really good to play! I played until it got too laggy at ~500 enemies. I felt the SMG was too expensive, and didn't like how you had to click everytime to shoot, instead of just being able to hold it down. The shotgun was a solid weapon, both being affordable and fast at killing enemies, and the pistol was very cheap. I also noticed the enemies sometimes getting stuck in the walls, which forced me to find the last few remaining enemies inside the walls and kill them. Fun game!
Really cool game! I initially didn't realize you could go back up the stairs for more gold. Once I ran out of gold I had nothing that I could do, making the basic attack free might be one solution to this. I don't see any reason why you would gaurd, as the enemies always seem to have the same attack anyways? Another thing you could do is make the enemy turn only have one or two enemies attack before it's your turn again, seems a bit op they can just gang up on me like that. Cool game though, definitely enjoyed it!
Really fun gameplay, just didn't like how you didn't heal to full after a boss battle. Solid interpretation of the theme, everything felt like it had a cost. Adding more polish would definitely make this into an even more fun game! For some reason the boss at the end didn't do anything after changing form? The judger I believe.
Cool game, I get that the turret needs to recharge after running out, but it was really frustrating sitting there watching the missiles destroy the city as I was helpless. I think I definitely does fit the theme, but maybe toning the difficulty down, showing when the turret is 'reloading', and tweaking the reload and max shots per reload would make it alot more fun. I like the idea of defending the city using it's energy, it's clear that the theme "everything has a cost" was used, nice!
Really enjoyed this game, think its a really cool concept! I tried playing the senior mode but kept getting dealt all reds, or the last card being a -14 energy. I think you can go a long way with strategy, keeping certain cards and also putting certain ones to the back, but I still feel there is alot of luck involved. I'm not sure if something like a script bank would help, where you can store up to 3 scripts at once, as I found myself wasting alot of the script cards, especially when dealt nothing but them, but that might be something to consider. Really awesome game, loved it! (was definitely frustrating at times though)
Buying items with upsides and downsides is a pretty neat idea, just wish I could see what those upsides and downsides are. As far as I can tell there isn't any indication of this? I managed to get to the gold(?) room which I assume is the ending? I found that the character only attacks in the direction you are looking very frustrating, and also kept getting caught on the door when dodging enemies. The sound effects for taking damage being the same for the player and the enemies was a bit confusing, really hard to tell when I got hit, some knockback would also be nice. I like the idea, but can definitely tell it's a bit rushed.
Pretty good game, definitely a bit more on the complex side. A more clear indicator, like a yellow indicator on sufficiently powered tiles, and red tiles not being sufficiently powered, or small worker icons to indicate not enough workers might be a good addition. Maybe just a skill issue, but I found it really hard to keep the foliage high enough, maybe try buffing the parks? Looking forward to seeing a more polished version of the game, definitely really impressive for a jam game, good job!



