You can see the shader source code here.
Stealth
Creator of
Recent community posts
There is a significant amount of content here for jam; lot's of enemies and areas. Every time I thought I had seen everything I would find a new area or enemy.
It wasn't really obvious to me what my goal was even after reading the description. I got the rocket boots, but I wasn't sure what to do afterwards.
Really appreciated the area select feature and the checkpoint system.
I think any of those would be fine; I think even the slightly more difficult chart for the same track would be fine. I've just played a lot of rhythm games, so it would be difficult to make something too crazy. Having a range of difficulties would have been really cool, but totally makes sense to be a lower priority for a jam, where hardcore rhythm gamers are probably not gonna be a huge portion of your players.
Really nice! A lot of people underestimate how difficult it is to make a rhythm game this solid. I'm curious how you guys went about syncing the audio/video/gameplay and storing the chart.
Visuals were also wonderful, I really liked the UI. Adding a leaderboard was a nice touch too.
I only wish there were a harder alternative track / chart.
Very cozy, I love the guitar track. The visuals and audio were really relaxing.
Took me a minute to understand how the game worked, but once I got it I had fun trying to maximize my spread. I do wish there was a moment to examine the end result before the game ends when you run out of leaves, though.
The inclusion of endless mode was also really nice.
Cool concept and I like the CRT art style. I think you did a good job conveying the feeling you were going for with the dark, soulless environment. The clacky keyboards were satisfying as well.
It felt really difficult to make money, and the mechanics were also very punishing. I lost a lot before I realized that morale is impacted by the task queue size. Even with good morale, I still never managed to make enough money to hire a 5th employee.
I think with a few early balance changes and some additional upgrades this could be really fun!
Love the art and sound design in this one! They both work together really well to create a cohesive and cozy atmosphere. I especially liked the dithering effect and the animation / transition effect when you opened new rooms.
I didn't have many issues playing, it became clear pretty quickly what my immediate goals were. The only obstacle I ran into is that the pentagrams could be difficult to notice from a distance before I started seeking them out.
It was really easy to get invested in the game world, and now I have so many questions about Mystic Maggie and her fancy house with legs.
I really like the visuals and the fixed camera. It really felt like classic survival horror.
The only big issue I had is that it's really easy to die in unfair ways. In the first room with the rat, I died to it because I couldn't figure out how to close the note after reading it. Soon after, I died several times due to walking off a ledge because I had no idea where my character was (see screenshot).
Eventually I got the "entry 3 from linwood" note and I couldn't get it to go away, so I couldn't progress.
I played in Chrome on Windows. I think the overall difficulty was fair, except sometimes you get unlucky and lose on the first or second click. The gameplay loop was fine (I like minesweeper), but I think it would be more interesting if there was a mechanic that differentiated it from the original game.
Interesting way to subvert expectations with this one. I really liked the art style, but I'd suggest making the uncovered squares a different color than the covered ones, because the board can be confusing to look at sometimes.
Also, is there supposed to be an ending if you win? I tried a couple of times but the game stops working after I solve the board. I had to lose on purpose to see how the game ties in the "cult" part of the theme.
Do you mind letting me know if you played the browser version or the downloadable one? Also your monitor refresh rate, if you know it?
I actually spent quite a bit of time trying to get the camera/movement interpolation to feel good (and I'm not seeing this issue on my end), so I'd like to fix the issue if I can figure out what's causing it.
Thanks for playing!
This was fun! Had a cool loop, and I liked the combination of the random upgrade choices and deciding where to play the upgrades.
The first time I played I lost immediately because I didn't choose a weapon option. It also felt a bit unfair how enemies would spawn right next to your ship.
The variety in enemies was really nice, and they also looked really cool. It's nice to see a good amount of enemy types in a short jam game.
Cool ideas here that doesn't overstay its welcome. Does a good job of communicating what the player should be doing.
The only real issue I had was the beginning part felt slow and repetitive after you fail a few times. You spend a lot of time waiting on the planet rotation. Also, I ran into a bug where jumping on the enemy didn't kill it, I kind of just rode on top of it.
The cutscene with the void encroaching on you is really cool as well.
Loved this one! The sound and animation for level transitions felt really really good.
I do think the dash impact effect was a little too much, and would have felt juicier if it was a bit shorter. Also I saw that there is a music volume slider, but I never heard any music.
You nailed the theme with a totally unique game mechanic.
Very cute game, very different aesthetic from other submissions.
I just wish there was more happening between levels, the difficulty seemed to get slightly easier, but just more tedious over time. I think fewer levels with a bigger focus on progression and balance would have made it better.
The arrows earlier on were a really good hint to get me started in the right direction, although I didn't stumble with the controls before I read all of them on the game page.
Love the cooldown system and different abilities; easily my favorite use of "give me a minute" so far in the jam.
The art style was super unique and fit the theme nicely. I wish you had had time to flesh out the visuals more, because I really like the hand-drawn look.
This game had a really good sense of progression as you unlocked new abilities at a steady pace while the enemies got tougher and more numerous. Great work!




