This is extremely polished and well made! I love the multiple paths to success like with level 6. Level 5 was a tough one for me though. The exact movement of the mouse doesn’t sometimes translate well to momentum. Having more extreme lerping of the mouse movement might work better to make the movement easier to input and predict. Insane that you have multiple worlds with new mechanics. Well done!
Julien Kaspar
Creator of
Recent community posts
I like to stay drunk to keep the controls consistently inverted. I will never pass on a drink along the way :D
Pretty fun, although a bit too fast for readability. I also usually keep Shift held because the default speed is not enough to get by, even though I lose the dash because of it.
A difficulty ramp-up could've been nice but after a few runs I got the hang of it.
The menu and art is really cute!
Final score of 640.
Great unconventional controls! Figuring out how to control the jump height and direction is super fun. And that obstacles knock you away works great. The escalation with the music feels great. And the background art is beautiful, especially on the Playdate. I just wish the game over screen wasn't using the A button to click it away since it ends very abruptly ...
Really solid game! I love that the tilting and crank are used but use of regular buttons is also supported. Sadly I had to dock the crank so it won't be detected, because the game is detecting even the slightest movement on it. Even with the "Sensitivity" setting all the way on 1 it won't work (Or I don't really understand what the Sensitivity is for).
Very creative and the balloon animations are really well done! I love the use of two different stages that control and play very differently! And the way how you change the speed of the balloon and the management of the inflation is very smart.
I discovered way too late that you can use the microphone to inflate the balloon, since the A/B buttons do the same. Overall I find it very awkward to control though. The tilting is very weak and the microphone is to the side so you can't easily look at the screen while playing. I also completely misunderstood the goal of the blocking stage. I thought I still had to make the balloon go as high as possible :D
Great use of constraining yourself to a simple idea and control scheme! I loved bouncing around and abusing learby walls to gain a lot of height quickly. That feels really good and players get to discover this dynamically by just playing around. The difficulty curve was very irregular and the looping to the side is something that I generally didn't quite understand how it affects enemies and collectables. Sadly I couldn't finish it.
Thanks!
The tilting is actually shifting the gravity to the side, but you're right that the effect of that seems too weak.
The claw also needs to become less "slippery" even though it seems to match the experience with a real claw machine right now. Oops :D
The physics also have a problem when you restart. The best way to restart the game is to first go to the main menu.
This is suuuuuuper promising but it definitely needs some more intuitive visualization of the level shape. The mobius strip even had a bug where the position and gravity was changed inconsistently. So I was even more lost. Some platforms were also never clear if I can fall through them or if they will catch me. So overall a bit confusing.
Sorry for the confusion. We'll make sure to include the links to the itch store page more consistently in our posts to make it look more legit.
The license of our sources is a bit muddled. We'll try to clear that up asap. The full production repository is CC-BY since it mostly includes the original art assets. The source code (scripts) are licensed as MIT.
All of these assets are available to download through our website but we didn't make the original git repository public (same for any of our other projects).






