Oh, yeah, that makes sense. We had a similar issue with our tiles at first, but fortunately for us Godot lets you enable “Y-sorting” on the tilemap. Even so, it was a tricky issue that we spent a while on.
josephalopod
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Yep, those mechanics were exactly what we were going for, and I’m glad you picked up on them and enjoyed them!
Numbering the level select would have been a good touch. We added the state saving and level select right at the end, so we didn’t get around to doing a polish pass on that bit of the game. There are 11 levels I believe, but you have to keep track of what number you are on, sorry about that.
Thank you! Yeah, one of our members worked on music and sound effects and he really cooked :)
Wiggler is a solid level, good choice! Congrats on beating the game! I hear you on the frustration when you mess up right at the end. That could have used a bit of tweaking, but we ran out of time to perfectly dial in the balance of challenge and fairness.
You game is also a great take on snake + bombs! But yeah, it’s amazing how different our two games ended up with how similar the premise is :)
Thanks for playing!
Great to hear that my intuitions were correct, and that I’m not crazy about the floofs not combining when I tried to make them do so. I think you are probably right to provide that immunity. It would definitely be more annoying to have that happen all the time by accident. Great work, and since I forgot to mention this in my first comment I also want to say that the framing narrative is adorable!
Wow, super polished game with some nice puzzles! I love the little noises the robbers make while they hop around, and the announcement of each level’s title :)
The only complaint I have is that I wish there was a way to restart early if you know you messed up. There were a couple of times where I didn’t quite line up with the hallway on a turn with my first robber and realized I didn’t have enough time, and I had to wait out him and all of his friends dying before I could try again.
Other than that though, top notch slightly gruesome puzzle game!
Really satisfying gameplay! The reverse-2048 concept combined with the almost golf or pool style control over how far you fire the floofs worked really well!
Some really nice touches I noticed (or at least think I noticed) was how generous the hitbox was for the bonus regions, and it felt like there was more friction in those zones so that if you fired something in there it was less likely to slide back out. It never felt unfair when something didn’t go the way I wanted it to.
There was one time where I intentionally shot one floof into the another of the same type and it just bounced off rather than re-merging. Not sure if I misunderstood that mechanic or possibly even misremembered exactly what happened. But other than that, I had a flawless experience!
This game is so pretty! I love the background art, and the way the little spaceship shakes while it’s boosting is really cute.
I managed to beat the game in 3 runs. I very nearly hit an asteroid right at the end but I made it into the trigger region of the black hole like one frame before I crashed, lol
If I could make one suggestion, it would be to make it a bit clearer what each upgrade does. I wasn’t sure how much each upgrade would increase my abilities, and I also didn’t know what “power ups” meant at first. Also, I expected the ammo upgrades to be permanent, so I was a bit sad when I bought 5 ammo and then crashed immediately on my second run and was back to 5 shots :(
Those are minor nit-picks though, overall awesome job!
Made it in 70.72 seconds!
This was a neat take on a room clearing shooter game. The pumping mechanic was a good way to add an extra time pressure penalty for missing your shots. I think I got stuck on the second-to-last floor the first time I tried, but maybe there was an enemy hiding that I didn’t notice. Everything went smoothly on my next try.
Anyway, great job! Snappy movement, clean art style, satisfying shooting, and overall a great entry!
Hey! My team also made a riff on snake and bomberman, so really wanted to see what y’all cooked up! Your game is really great! Definitely on the difficult side, but I did manage to beat it eventually. I appreciated the flashing red areas, and suspect the game would be nearly impossible without those, since it’s often a 1 several spaces away that sets off a bomb near you.
The idea of needing to keep track of a bunch of different bombs, all on different timers, is a really unique one, and keeps it interesting. You can collect a bunch of high numbers to have some breathing room, but then collect a low number on purpose to make a bombing run, or by accident and have a crisis on your hands, haha!
Loved the artwork and the writing. Honestly, all the “penguin will” statements were what kept me going to the end. Who am I to argue with fate?
Congratulations on your first jam entry! The pushing mechanic is a neat idea! As others have said, the time limit was a bit short. One suggestion I would make for your next jam is to look into some of the built-in physics features of Unity (or whatever game engine you use next time). There were some issues with the red can getting stuck or the blue can going through the red can, which I think could be fixed by using Unity’s built-in rigidbodies and colliders. Great work and hope you keep making games!
Wow, what a unique concept! Absolutely love the bizarre art style! The game itself felt kind of like a combination of osu! and Rhythm Doctor.
I got stuck for a while on the pig level, but eventually figured it out (by which I mean saw that you had a video of it in your game screenshot gallery, haha) and finished the game! Other than that one level, I found all the “puzzles” intuitive and satisfying. I was amazed how many different scenarios you could come up with using the base concept.
Glad you enjoyed it!
Haha, we actually liked that you could try and outrun the inevitable when your tail blew up, but I can totally see how that would be more annoying than funny, especially if you are retrying a level a bunch. You’re right that holding R is the best way to skip that part, but I hear you that it’s not necessarily ideal.
Thanks for playing!
Thank you! Yeah, we really like how the fuse turned out. It’s kind of like regular snake with your own body, but then you have this extra even longer “body” that is not a direct threat but still something to worry about. The number of times I’ve been paying attention to the length of my snake and then suddenly noticed a spark is on a collision course from the side…
Thank you so much! I was going to say that you can hold down the direction and it will activate at the next row/column, but then I realized what you meant. You mean if you are running along a wall and then hold the direction into the wall, it should activate as soon as you get past the wall. I agree, and maybe we’ll update that if we end up working on the game post-jam. Thanks for the suggestion!













