Thanks for playing and giving good feedback. I agree with your points - unfortunately time got away from me. Hopefully subsequent laps you were able to chase your own ghost.
JamesWilson404
Creator of
Recent community posts
At first I thought this game was frustrating and very trial and error. But then I played more. I started learning the map and understanding where each heart was and how far I was from reaching it. And the process went from randomly randomly pressing buttons to exploring to find the best route to a certain point. It's a really interesting concept - a sort metroidvania snake game - I could easily see this extended into a larger game with powerup or walls you need to be a certain colour snake to eat through.
Nice work.
I hope more people play this. The puzzle design is really quite good with a nice mixture of thinking and skilful execution. I'm not sure I did the finally level correctly as I set up what I thought was the solution but found out I couldn't jump off the box in the spikes. Nevertheless, I did solve it in the end. The mechanics space of the switches combined with the ability to jump on ghosts really opens the levels to a lot of ideas when trying to solve.
Nice entry, I had good fun completing this one.
This is a great idea and I could definitely see this being a full game. The level design is really well thought out and the game wastes no time in showing off its shining qualities.
Some Quality Of Life I think some others have mentioned wouldn't go amiss such as a bar to show me how much growth I have left or an angry birds style trajectory indicator. But the lack of these in no way hampered my experience.
I really enjoyed this one and spent way longer playing than I'm willing to admit. Nice work.
Thanks for playing! It's a custom set of render passes that I wrote during the Jam. There's a pixelation effect which renders the base game down to a low resolution and writes that to a render texture. That render texture is then quantized to a given palette so it has refined set of colour to display. And finally that render texture is placed inside a Unity Canvas which a second camera renders out to the screen. That last step is important otherwise you would see bad jittering as a native camera moves across a low resolution representation.
Because of this, it allows you to get away with a lot of cheap assets, mostly which are coloured boxes and cylinders. I appreciate the comment, thank you.
I really appreciate you leaving such detailed feedback. These are all great points you've mentioned, things I tend to miss when I've spent too much time in the trenches playtesting. A detailed stats panel was something I was really hoping to get in but out of fears of people seeing it and thinking this game was some spreadsheet management sim it had to drop off, at least for the Jam version. But it does warm my heart to know someone cares on a level where they want to know exactly how much something buffs them as opposed to "MORE DAMAGE PLEASE".
Thank you for playing.
Thanks for playing. I welcome your feedback. As the deadline approached the game played a lot quicker; movement, bullets, reloads were all a lot faster. Unfortunately a few of my play testers couldn't get past the first level and so it made sense as a Jam entry to dial it all back. I want to return after the Jam and look at making it a much snappier, high octane experience. Thank you for your time and feedback.
Thank you so much for the kind words. Hades is one of those games that I'm constantly in awe of so that's nice of you to say. It was one of those Jams where things were constantly going wrong so I'm glad the final product was something you felt was a solid entry. I appreciate your time to play the game and leave feedback. Thank you.
What a great Jam game. The presentation of this is really beautiful. The puzzles were all very well put together. My only criticism is the slight confusion at the start of the game as others have mentioned and that at times it felt slightly sluggish to execute a solution once I had worked it out but these are really just knit picks. You should be very proud of this submission.
I went too deep! Awesome work, I really liked the format of this game and the you nailed the theme. I found that I managed to get by without really deploying much skill nevertheless I had fun unlocking the upgrades and you could definitely feel your power level increase as you got them. Good job, well done for submitting.
It's interesting point you make about health bars, I want players to have a feeling of how powerful they are through intuition without bogging them down with information overload. But as you've pointed out not knowing can really sway the outcome of a run. Definitely something to think about after the Jam. Thanks for playing and taking the time to leave feedback. 👍













