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Jackaljkdan

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A member registered Apr 25, 2021 · View creator page →

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Thank you for the review, really appreciate it!

Really like the concept, but I don't like the splitting into different discrete screens and would rather have the camera be centered on the player. Also the shoot cooldown makes the gameplay feel stiff and slow, and not bouncing on collision exacerbates it. What if the cooldown was soft and applied to the force, meaning I can shoot as fast as I want but with less and less force unless I wait for the full cooldown? And at half the cooldown half the force is applied, or some other non linear proportion. Btw it's totally on theme and I like the art, good job!

Really nice concept and level design! The glide mechanic is OP, I'm not sure it's meant to be this effective. If used with the fans you can jump reeeally high and skip a lot of stuff. And thank goodness because if I had to get past the white walls by climbing my own staples I would fail miserably. Don't have time to complete it right now, maybe I'll try again. Nice job!

Great level design, wish it was longer! Only complaint is that the shadows sometimes made it difficult for me to clearly see the road. But maybe that's part of the challenge.

Thank you!! Fullscreen + your suggestion to zoom in was crucial!

Really love your game! I was even able to finish it!! So proud lol! You nailed the themes and I think the difficulty is perfect for the jam. I really like how the stick works and how it saved my ass from falling so many times! I just wish you had more time to polish it, moving around feels just a little bit too janky. Btw that's a beefy moth! Great entry!

Not the dev, but in my interpretation you build momentum when you hold the jump key.

Love how you also implemented the "going down" theme! I couldn't get very far at all, but I really like the concept. Perhaps it's a little bit too difficult, I wish I was better at it to experience all of it. Great entry!

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Can you add the fullscreen button in the itch page please? I just cannot play without constantly clicking outside :c would love to play more

Foddian to the core, extremely close to Getting Over It in spirit and making but still with its orignal elements and setting. Great level design but I gave up because of the spiral that teleported me to the beggining, that's a bit too much I think. Solid entry, well done!

Nope

Great level design and grab mechanic, nailed the themes! Could not stand the division in fixed screens tho, wished the camera would just follow you. Also gaining momentum for the jumps felt a bit incosistent, I would often remain in place despite seemingly providing the same input. The art is really cool but to me it seems a bit at odds with a foddian game.

Yeah sorry, I have the same problem and noticed it too late in the build. You can use left mouse button to crouch instead.

Thank you! I do capture the mouse and set it to confined mode but did it last minute and forgot to test it. In fact it doesn't work. Sorry about that, you can play fullscreen to avoid that type of issue tho.

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Oh yeah baby!


This isn't foddian, it's not momentum based, but I actually loved it. It's so unpolished it hurts, but in a weird good way. The pooping mechanic is HILARIOUS! Laughed hard the first time. Totally didn't expect the poop to have a bigger role later by removing the red bars. I liked the move slow jump high thing and that you level designed it such that you also need to move fast sometimes and poop at a strategic moment, not too late or too early. It was fun figuring out after how much food you need to poop. You are a good level designer, if you work on your development skills I think you could do something great in the future!

No I remember noticing it so it's clear, but I totally forgot about it lmao

Totally understand, time is never enough in a jam. And after all yours is the only game I managed to finish so far!

Thanks, you only need practice!

Super fun, it looks and feels super polished! Great art and music. But the jumps are sooo inconsistent. I'm probably just bad at it, but sometimes I jump very little and sometimes a lot. Especially on the sloped sections I could never get the big bounce on purpose. Also I'm not sure how momentum is involved in this but it's such a generic theme that who cares. Great entry!

Lmao, to be honest it took me a good 20 minutes to finish my own. But I can imagine that it might take more to finish yours because it requires you to jump perfectly most of the time. It can be done but it needs sooo much practice.

Best entry I've played! You nailed both themes. Great level design. The grabbing mechanic is such a great spin off from Getting Over It. For some reason I don't even find it frustrating. Maybe beacause the grabbing thing makes me feel totally in control. Great job!

Indeed, such a momentum killer would be difficult to engineer. There are rumors of UFOs with those capabilities, but I'm sure your organization would know all about it.

No need to be sorry, I really appreciate the honesty and any criticism so thank you! Didn't think it could bother someone, that's actually very useful to know. You're definitely not imagining the adaptiveness, I wanted it to be even more noticeable but there's only so much range before the pitch becomes insane.

I'm not the dev, but your comment is funny because I think your game is even harder!

+1 for the mouse click.

Great job on this! I love that it's a three dimensional 2D game. You nailed both themes. Great level design with jumps for really skilled players. I wish it was just a little bit easier.

I love the concept, but after I hit something and the ship rotates away from where I must go I just cannot regain control. My biggest problem is that I can't back to zero on any given input, for instance if I start to rotate I just cannot stop it. I am not good enough to get there by counter rotating the lever. Maybe there's a way with all those circular buttons but I could not understand what they do. Wish I could go further.

LMAO totally get that feeling!

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Thanks! You can crouch with the left mouse button too if you want. In chrome I have problems with ctrl myself that I only noticed when the time was running out so I couldn't fix it.

You're probably right about introducing it earlier, I wanted to put just one new thing on each "floor" but maybe it's not necessary. Momentum matters since the beginning tho because the faster you move the harder to balance.

Oh yes I got that right from the start. I don't think an explanation is necessary. I managed to do the first 4-5 jumps, got stuck where there's a vertical wall you bump your head into on the left.

I guess if I could devote more time to it I would have figured it out eventually. If it wasn't in a jam maybe it would be ok not to explain it. But maybe not given the kind of game. I suppose that mechanic is important to get to the purple ship? I just couldn't figure out how to jump to get there. I don't understand it even from watching the video of your playthrough.

One of the foddianest games for sure, great use of momentum as well. You nailed the theme! I could not get past the left platform that's visible at the beginning, too frustrating for me and the controls too tight. But it's super polished and juicy!

The foddianest game I've played in this jam yet, could not get to the purple ship that requires a big vertical jump in 15 minutes and gave up. Only learned about holding the mouse down after 10 minutes by reading the description, should have been stated in the game iteself. Falling so slowly makes it a bit too frustrating, I would have played more if it wasn't for that. Great entry!

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I really love the concept but the controls are too difficult for me, too sensitive. I could not get beyond the past platform. Great aesthetic tho!

Sooo frustrating in the first parts but then once I got over them it got easier. The spikes were confusing and they seemed to happen randomly, had to read the description to understand. Nice one anyway!

Oh wow. Another grappling hook game. How original.

No in all seriousness, I really love the concept but I also really regret the execution. It's super foddian and I love it but the hook's cooldown kills any momentum. I think you should have done away with it entirely.

In some comment you explain that you wanted to avoid chain grapples to climb walls, but that would have been super fun to do, especially if you gain speed every time you grapple correctly. When you go fast enough the little platforms become obstacles rather than helpful checkpoints so you wouldn't need to change much I think. Also you could simply put some kind of clearly identifiable dirt on the walls on which the hook can't stick so one cannot simply rely on the walls.

I couldn't get very far so I don't know if you did this, but tilted slippery platforms would be fun too.

Loved your entry and that they didn't send a drone instead because then they wouldn't have a game XD

Thank you!!!

I really like the concept, I wish it wasn't so easy to get stalled and lose momentum. I guess part of it is having the same keys to kick and to rotate.

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This is really addicting and fun! Love all the details in the environment, silly and charming. I could not complete it, I wish that I didn't lose all progress every time I miss a jump. I think I didn't fall all the way to beginning only once or twice.

Wonderful music and great concept, tho I could not make it very far at all. Usually my ship would point into the planet I landed or spin uncontrollably. Love the music changing pitch as you go and the art!

Superb concept! I'm so curious about the technical side, I can imagine how you do the counting but how do you do the cut?

Really wish this was more complete, totally nailed the cards physics!