Yea, making sure the mechanics are communicated well during a game jam game can be sometimes difficult :D Thank you for the kind comment!
john333j
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Was a fun game, good job! The theme was nicely incorporated and I think it was a really interesting idea to keep resetting. I was a bit scared that id have to click a lot to kill high hp enemies with 1dmg sword, but then i found out i can just pre-hit them before rebirthing. My only complain is the buying sound effect - it tears my ears, sound very glitchy!
Fun game, thank you :)
Yes, it was definitely way too difficult than it needed to be, but there was also lots of experimenting with the mechanic. And yes, Celeste is one of my favorites too! There is actually one segment that is inspired by Celeste's level design! Though its short as most segments couldnt get enough love and more space for learning. We are glad you had a blast!
Very cool-looking game with awesome animations and a nice little cutscene!
I think you should consider having 2 separate coordinate systems, one for in-game position and one for the screen(or just keep it in mind and then recalculate for screen from the height) because the enemies follow you based on your position on the screen, not on the position in the game, so not only it confused the AI's pathing, it also made them go up the wall!
I would definitely speed up the slicing animation, it feels kind of disconnected because it's slow but the slash lands quickly, if im not mistaken it takes over a second for the slicing animation! It can be hard to figure out the distance too.
Other than that it was a cool game and quite polished visually as well. It was a bit limited on health, but i managed to beat the boss on the third try!
Yes, that is actually what we came up with as a possible solution too! There were also many times during the level design when I was very limited because all blocks could be just on the whole time, but switching between two would not only help with controls but also unlock various other interesting level ideas that I had to scratch.
Thank you for finishing the game and giving us feedback!
We discussed this a lot with our team over the past few days actually and came up to the conclusion that it is probably this difficult because there are 2 buttons that basically perform the same action and that's something that's very hard for the brain to process. So as much as it looked cool on paper to have 2 kinds of blocks to disable and can be fun, it is very easy to confuse the buttons and can lead to frustration or a feeling of disconnect.
Anyway, thank you!
Thank you for the kind comment, reading that you enjoyed it with your brother brings us joy! And congratz on beating the game, not that many people manage to do that, it is quite hard to get used to after all, and there are quite big difficulty spikes too! If you want an extra challenge, you can try finding the secret too! Its in the pre-boss level and not that hard to find, but really easy to miss!
I actually never heard of heart star, but it looks pretty similar, didn't think there would be a similar game, but the concept is not something overly unthinkable so it only makes sense!
Once again, thank you for playing and enjoying our game!
Nice idea for the theme, it was fun! The art looked really awesome, a pleasant bg music too and interesting puzzles too!
I just feel like the game sometimes does a bit poor communication with the player, after i got the first item(watch) it was really unclear what to do next. Since i just got the item i assumed i need to use it, so i reset the level a few times, tried to walk into every corner with every possibility to realize i just need to stand on the starting point.
I think the gloves could be communicated a bit better too, maybe force the player to move something in the same room just in case.
Also having the level reset as an item was a bit confusing too because it looked like it was a an ingame mechanic.
Anyway, dont overthink those, the game overall was great! I enjoyed it!
That was an extremely polished game with an awesome atmosphere which was so well supported with the art, colors, the music and the little story! Also love how you decided not to kill the player, but punish him with a scared boy phase. I do have something to point out though.
The use of the recorder was brilliant with the theme and very atmospheric, i loved it. However, you had such a long time to play the music that you could walk through most of the level safely without any worries, the rewind was ultra-quick too. I think it could support the horror/scary aspect of the game more if it was more limited and/or balanced. You can also play the whole game without ever stopping, there is little to no challenge, as well as limited gameplay. Limiting the use of the recorder and trying to figure out something to make it more interactive could push the game on another level in my opinion!
But i know the time is very limited and its clearly seen where your priorities were and you over-delivered on those, very good job! Will be one of the most memorable submissions for me!
Thank you! Actually, there is a cayote jump implemented, otherwise the mechanic would be even harder to use in many areas, it is subtle, so you probably didn't notice in normal jumps, but it would be really punishing without it for times when you have to remove a platform under you and jump at the same time. Thank you for the feedback though, maybe it was too subtle and could be made more forgiving!
Thats a fun little game, good job on making this in just a week! I actually got jumpscared the first time something hit me too! (though im really is to scare). Id suggest though to explain more clearly that you can only do some action while in light, i struggled a bit trying to figure out why i cant use the box at the start. I loved the squirrel tho, as well as its animation, it was hella cute! I had fun














