Very fun game! I enjoyed the various enemies and bullet patterns and the dash was so satisfying to use. It took me some time to get used to the controls but thanks to the tutorial I still managed to get all A ranks. I wish there was some details on how ranks are calculated and maybe a more difficult rank for replayability. Other than that the game felt very polished and the chiptune music was great. Good job :)
Jérémy Bouin
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Another pinball game! I like how you can control the ball like a regular platformer but still have to unlock stuff and score like a regular pinball. I also like the minimal music and some of the level design and movement reminded me of Sonic. I got a bit stuck in level 3 and 4, I think some of the mechanics could be clearer and I found the scrolling text a bit hard to read.
Other than that I had fun trying to figure out what was going on, hope you get to continue working on this :)
Cool idea and presentation, I like the swapping mechanic when pushing against a wall and the target shape still being visible on the top screen is a nice detail. I don't know if that was intended but you can disconnect a shape using the target squares and still push the remaining blocks together even though they're not joined anymore. I found the game to be quite easy but still very fun to play. Great job :)
Thanks! I used the OimoPhysics engine for collision detection/response. Some of the movement is custom, for example when rolling on a rail the ball is not simulated and just follows the curve. Or when nudged the ball will not be affected by gravity for a short time to allow it to go through straight horizontal gaps.
As expected this game ended up being very addicting, I'm not very good at survivors but managed to beat 2 modes after maxing out the shop. I found the pistol to be harder than the katana, maybe because I played the katana a lot to farm chits.
Just nitpicking but it looks like the best run text only showed the time from the last run. Also I found it hard to tell when I got hit, especially when the screen would get busy towards the end.
Anyway there is a lot of content for a jam game and I had a ton of fun experimenting with different item combinations. Looking forward to playing the full game!
Cool idea, I like the simplicity of using monsters as attacks and the music fit the game perfectly. I don't know whether controller support was intended but it looks like it only works for movement and other buttons didn't do anything. Anyway that was fun, I didn't manage to get the good ending but the bad ending was very unexpected haha
Here is my Day 4 submission in case you'd like to work on a sci-fi top-down arcade/action game: https://jebouin.itch.io/galactic-crate-runner
This project gave me many ideas, here is my version for day 2: https://jebouin.itch.io/dungeon-painting
I'm new to Unity so I didn't have time to add a lot of content and it's also quite buggy, I can't wait too see all variations of this game!
Here is my entry in case anyone is interested in continuing a small physics-based puzzle game: https://jebouin.itch.io/connected-planets
That was fun, I liked how intense it can get after a few rounds! Unfortunately the game also froze for me after maybe 20 or 30 rounds (I kept choosing the fire rate increase bonus).
Unless you plan on adding more important entities to the game, I feel like the minimap could be replaced by an arrow pointing at the boss on the edge of the screen. I was only using it to aim at the boss but maybe I missed some other ways to use it.
As others have said there are many ways this kind of game can be expanded, I'm curious to see if you get to continue working on this in later rounds. Great work!
Thanks! The black hole was inspired by this shader: https://www.shadertoy.com/view/tsBXW3
It uses sphere tracing to simulate 3d rays that bend around the black hole until they hit the accretion disk or the hole itself. The rays that escape are projected back to the 2d viewport and give the distortion effect. My version is simplified since I didn't need as much detail for a pixel art game and I wanted to make sure it didn't slow the game down. I added some constraints to limit the distortion to a certain radius, otherwise you could see reflections of the hero and the boss around the hole and the whole level was slightly distorted and looked a bit jarring. For the transition I just played around with the hole radius, bend force and accretion disk angle. The exit transition uses a similar shader with no accretion disk or black hole, only distorting the level.
Nice to see a puzzle game after playing all these boss fights! As others have pointed out I also had trouble distinguishing the pieces from the background since they both had the same amount of noise and similar colors. The difficulty felt right to me, I didn't use the hint though I had to remove every piece from the last puzzle to find a solution so maybe I just got lucky haha
Sorry about that! Were you using private browsing by any chance? The game will not work properly if the browser doesn't have access to localStorage for saving data. Otherwise I'm not sure what would be causing it to crash, I tried multiple browsers and it was running fine on my laptop. I'll upload desktop builds after the end of the voting period for people who are having issues with the web version.
Interesting idea, I managed to beat the game though I also had a hard time using the attack mechanic and missed a lot of notes. I think it would have been great to start with a basic flute with slower notes and have a way to upgrade it with faster and more powerful notes after you get used to the mechanic. Maybe you could also start the level with objects you have to destroy that don't attack you back. Good job, I hope to see more of this game in future rounds!