Awesome writing and visuals within a very immersive story telling medium. You should continue making more content like this, very cool :)
JakeTurner616
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This is a really awesome game, combat and world navigation system work well off of each other in this format. It would be cool to expand the combat system a bit. Some games that use turn combat like this such as fallout 2 allow for more than one attack right out of the gate using percentage chance based light or heavy attack modes to hit. I like the blocking system too, actually adds a bit of timing skill to the mix. Really good job with this :)
Interesting concept here, very original take on the theme. I would've never guessed what this is about had I not been told, but I think it made sense. Keep making stuff like this, it's a very immersive story telling format and I could've consumed more content given the opportunity. I think it could also use some graphical effects such as a dithered fade to replace non-full opacity elements. Great job with this :)
I really like the idea of this game, and the music and timing elements are really interesting too, it just seems very hard right out of the gate. It also seems the fullscreen view works but the game is within a super small canvas, however the game is super laggy when multiple spawners are on screen. Reducing the browser tab window display resolution and lowering my refresh to 60hrtz from 480hrtz helped a lot, but I still miss my shots every once in while and reduce my own health to 0 every time. I really think the idea of eliminating each spawner sequentially is a cool and well though out mechanic, but maybe the starting spawners should have less capacity. It would be cool if the player also had just a bit of direction about how the health system works, and maybe some thematic elements. I spent a few minutes thinking I got shot by something and didn't see it. I think this game is really cool, has pretty good graphics, and well thought out gameplay while doing a lot to be original :)
Last few levels are genuinely really cool with awesome well designed mechanics. I'm a big fan of the glitch effect with 0's and 1's, as well as the one with code written out. I think the flashing rgb and tiles when platforming feels a bit out of place as it doesn't really change the difficulty very much. I also think this game could benefit from some fancier sprites and tile mapping, and maybe some 1-bit centered graphical processing effects. The game crashed for me near the end of the last level relating to calling the method 'queue_free' on a null, as well as some audio errors making me wonder if I missed out on any music or sfx there, but overall I like this game and the story :)
Really interesting game with surprisingly high quality graphics, always cool to see games that run right in the terminal as width, height, line spacing, fonts, etc are not standardized between different terminals making it a big challenge. It seems the root level .executable is just a shortcut with an absolute path which does not work, and audio within the game does not work for me, seems to just be popping and static, however the main graphics renderer works great on both cmd and git bash on windows 11 for me. This is for sure I game I'll have to try out on my Linux machine with a less standardized gpu accelerated terminal. Awesome work with this :)
This game is really awesome! The way the player crumples after a large fall is just as amusing as it is hilarious. Sometimes the levels are designed so well there are clear paths to take to prevent fall damage, whereas sometimes it's not as immediately apparent and requires careful planning on what route to take. It's tense when falling not for sure knowing if you're going too far. Great game :)
This is a really really awesome game with such excellent rendering and use of pallet switching. Once I figured out what to do I was able to beat the game fairly quickly and easily. This game could benefit heavily from a more intricate world, and maybe some twists and turns or something in the level that forces the player to make a more distant sprint to safety. The first few times I was playing I felt like I was being chased to find safety, but the level never got any more complex so I knew exactly how to survive. I think the highlight of this experience for me was not knowing how far away the next spot of safety actually was the first few times around, and If you can take advantage of this through some level design this game would get a ton more depth. Wall collision is a bit sticky too, and a web build would really seal the deal for this. I hope you continue providing updates, this game is really cool!
Nice game, double jumps are always really fun with platforms in games. A higher visual scale or maybe even just a fullscreen button on itch.io could help with making the graphics a bit more clear. It would also be really cool if the player was actually forced to use the on/off high contrast mode through a slow methodical introduction of the mechanic. I think you have all the stuff here to really make the game very clearly logic oriented with double jumps and contrast switching specifically if tiles can be mapped dynamically to force sections to adhere to alternating patterns. Great job with this, really cool :)
Really great game with an awesome ominous soundtrack. I really like the prologue cinematic that gives the game a clear purpose: the mothership blew up and we must make it back safe. Overall I think this game makes perfect sense as is, however I don't think the energy bar is doing anything for me despite that it seems like a crucial design pillar. I think it would be cool to add some sort of gameplay hook too, such as a way to drastically change the ship mechanics with upgrades early on as 10,000 distance seems very far. Some more or maybe some differing obstacles could increase the challenge too. The graphics are really crisp and legible and the particle effects are super cool too. I hope you like some of my ideas, I'll be sure to check back on this post-jam for updates. Really awesome job with this :)
Good game with a very interesting prologue, just needs a bit of player guidance since it has mechanics that can be a bit obtuse if not slowly introduced in simple levels. I'm not sure how to progress past the first climbable surface, I cant seem to see any way to traverse any further right. Overall this is a really good game, and I'll be sure to try this out again if it continues to be updated :)
Very good game with very responsive movement and some interesting wall climbing ideas, however it is quite short, simple and easy. It would be cool to see some more levels that use wall climbing as a mandatory part of the level design to traverse down precarious terrain. I really liked the prologue cinematic :)
Awesome game with an interesting movement scheme, reminds me of a mix of mega-man and Flappy bird, very creative! The moving walls section is hilariously difficult. I can visualize the pattern and get through a single moving gate section just not a second in sequence. The difference in closing speed creates a solution I just couldn't figure out, but still had fun trying for several minutes. Makes me think of 'the worlds hardest game' if you ever played that - difficult but not impossible :)
Awesome, very well done, collaborative project with a deeply surreal environment and music. A little bit of help within the game to point the player in the right direction could do a lot as it's so hard to not get sidetracked and spatially disoriented from the objective exploring the immersive 3d environment. A web build would be super cool too. I hope this project continues post-jam as it's super cool and I could totally see it becoming a popular indie game, thank you for putting this together in such a short time :)
I really like the sound. Also multiple endings is always fun, makes me want to replay to see what I missed, I found there to be a surprising amount of content too. Without going into detail about the endings I must say I thought they each were specifically very creative to the theme and very original :)
Awesome game, I really like the up is down setup and how the platform dissolves. It would be cool if the player could start the jump charge in the air to make it have a bit more skillful timing and maybe some platform height variation. I was able to make it to 12,000 altitude and the player only took a few seconds to reach the bottom when I fell. I thought that was super interesting. The IBM style font is a cool touch :)
I can't seem to get past the first spike jump without falling through the level into the abyss. The sprite work and movement of the character is really cool looking just a bit blurry. It would be cool to get a little backstory or prologue with this, even if just on the game page. Where are we, and what are we doing? I'm not sure how the cover image or title relate to the game. Are we a mosquito? Really awesome stuff here great job :)
Awesome game with a bird protagonist. The tile textures make the gameplay very understandable, the wood tile is very clearly wood etc. Collisions are a bit sticky which makes the game a bit easier than probably intended, but I still enjoy the challenge of traversing around spikes. Great job with this :)
Thank you so much, I suspect some collider issues for the jumping issue: I released a patch to try to address that. The speed difference is intentional design, the goslings have a very slight random speed and the goose tends to be faster. I set it up this way to help prevent stacking and to aid with the movement puzzles: It makes it so the player can't just round up the goslings at the beginning of the level as it makes some parkour jumps impossible. Thank you so much I'm glad you played it :)



