I'm blown away by just how much you managed to create in five days. Didn't finish it as the rating period is almost over, but you nailed the theme. Writing was good too! Awesome job!
itsmawal
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Wow! Thank you for your thorough feedback. I‘ll make sure to include it into the updated version. Especially for the time freezing I’m totally on your side. Didn’t think of it originally but I agree that it would be a nice to have. The web version need some work too. May I ask which version you chose? You mentioned UI transitions, though the fullscreen effect didn’t seem to work on web (at least when I tested it).
Nice idea and well executed. The game felt easy at times, as there was no punishment on how many objects can be spawned. I Like it this way, though you could think of introducing a par score similar how golf is structured, where some levels are par-2, meaning you really only need 2 objects to clear it. I think this could introduce a nice objective for players who are up for a challenge. Well done!
I like the atmosphere you created here, though I felt like the, what appears to be, linear narration clashed with the maze-like structure of the game world. I feel like there could be something to give some sense of direction, as I found myself walking in circles for most of the time, which is not obvious due to the barren look of the environment (that sets the right tone though). Though it could also be that this is clearly wanted as the player is the last seed, where in this case you did an awesome job relising you vision. I enjoyed it!
You got a good concept there. A bit short, though one can only do som much in the limited time. A few suggestions, if I may: there is currently delay between pressing jump and actually jumping which creates a disconnect between the user and player. You could try to turn it down. You could furthermore try to duistinguish the portals from each other by just simply changing the colour. Otherwise it's good start. Keep grinding!
I see were you were going with this game. As you said, you didn't flesh out the game though you could drastically imrove it if you would allow only collisions from roughly above. The main drawback currently is that you are hindered from progressing because the air above you is occupied most of the time. I feel like you could end up with a pretty good project if you try to do this. Keep it up!
Liked the art style, though I have to admit that I had not idea if my attacks were workign and how much HP I had left. The attack seemed to have a cooldown (if that red flashing was in fact a successful arttack), though the attack sound played everytime I attacked. My main suggestion would be to make this a lot more pronounced. Otherwise, well done!
Loved the opening scene. The controls were something I had to get accustumed to. It felt like there wasd a disconnect between gound and air movement, where movement in the air felt extremely floaty and movement on ground responsive and quick. You could try to connect both worlds as it would make the game som much more fun to play. I enjoyed it nevertheless!
Great pixel art and cool idea. I couldn't continue your game after I became the grasshopper, as the controls felt not responsive and button presses were often times ignored. If you decide to update this gamne post ja,, I'm willing to try it again to see what all the fuss in the commetns is about. It feels like it could be a good game.
Your game looks beuatiful and the concept is intriguing. I admit, that I couldnt reach the end as I had a real hard time pressing the correct buttons. Like others said, using J, K for rituals/dash feel much better as, currently, my left hand is having a stroke, while the right remains unutilised. Otherwise a really good game.
Played it for longer than I intially intended. Good job, hooking the player. My main suggestion would be to spawn way more enemies. At no time, I felt overwhelmed by the enemies. Could be as simple as adding one enemy per successful run and removing one if you failed it. That would probably give some nice progression over time, where player balance themselves. Well done!
You definitely hit the theme here. Didnt have any big issues, aside from going insane a couple of times. I'm not sure about the last llevel though. All levels before had a dynamic where one room contains the key, the other one the door. It felt like the second room with the little creatures was just there for dying. I had a hard time collecting the key and entering the door as the enemy knockback was quite strong. Well done!
I see potential here, though you would have to make the vehicle more responsive - even if the floatyness is desired. Feels like a stretch for the theme too, I kinda see it, though it would have been nice to get some sort of upgrades after each death. You would have to rethink the level design then though. Visuals are good and above other games I rated yet. Solid work!
Interesting concept and mostly good execution. I think I solved all puzzles, though I couldn't get to the ending as I wasn't able to do the wall jumping part. Could be a skill issue, though - especially for wall jumping - you could probably have to add something similar to coyote-time, where the directional movement towards the wall you are sliding down gets ignored (so S, for a left wall) for a couple of frames. Either that, or just increase the movement towards the normal of the wall. All in all nice work!
Awesome work for your fist game in itch. As othere stated, the animated cutscene at the end surprised me. It would also be nice to have more difference between fore- and background elements. I - too - jumped on a mushroom that didn't have collision. You could try to decrease the contrast to the background for now to make it mor eobvious were to step. Keep it up!
Cute art, though a bit short. Is there more to the story after I coordinated the letters to the graves. I just received a card saying "Continue ....". There were also some UI issues were I wasnt sure what to press: especially in the main menu were I was only able to load the game by spam-clicking the play button. Anyway, solid work!
Found myself using only the pickaxe in the last run. While the mining efficiency is perceivable, I felt like there was no real need for the continuous switching. It's also pretty easy to soft-lock youself in this game as mining upwards does not feel prettly reliable, you may consider not only tool but also jetpack upgrades - similar to how "A Game About Digging a Hole" did it. The soundtrack and the intro text was funny though. Well done!
Cogratulations on submitting a finished build! I tried you game and the art itself was good. The character itself felt somewhat slow, you could try to increase the movement speed to make it feel more punchy. Aside from that I had trouble in the wall-to-wall section. Try to increase the contrast between fore- and background perhabs. Overall, nice work for your first unreal-game! Keep it up!
Was also quite confused in the beginning as I didnt' realise that I could pull the customer door (probably caused due to all other doors being push to open - maybe add some indicator or make this door pushable too? ). I got the hang of it, though. Didn't have a perfect run yet, but I think see the whole picture. Goood job!




