alright i understand that, its fine. i did kinda overdo some bits.
JuliusCube
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Saying that "parallax + camera moving with mouse + camera shake + fast movement" is too much juice is kind of confusing for me. Firstly, parallax and fast movement don't really qualify as juice, and secondly are you telling me to not have a background or not have fast movement? I think what you are talking about is the hitstop, as some other commenters pointed out the hitstop isn't justified and there's way too much. Honestly the amount of juice here is pretty average compared to some of the games i've seen.
This game is one of the most CFHM games i've played.
Of course it has the programmer art (which is actually good its just that how its put together is a bit programmer-art-esque) and is actually very fun despite first impressions.
The concept as well is a creative take on the theme and on deckbuilding.
Gives me serious Wisps vibes. Good job!
Honestly this is one of the most original takes on the apple-snake swap idea ive seen. Making it an incentive to go near the snakes and chop em in half gets around the problem that most of the apple-snake swap games have. Eg. you arent just always running away from the snake. Good job! better than redline.
Alright yeah the biggest problem for me was to actually get the player to understand wth that station did. It is not an easy thing to do, and the time restriction really forced me to work on the juiciness of the game. So yeah, I only added a very slight hint to what it does and only at the end of the jam. Well now I know how to actually make a fun and juicy game at least, so there's that.
I enjoyed this one, however, you should have focused less on all the abilities and more on making great puzzles with those abilities. In its current state, the game is a little confusing because there are so many abilities.
Other than that one small issue, this was a great game. It's a little short, but quality > quantity so that doesn't matter too much.
One thing I found funny was the main menu. It just looks like a house, but there's just a guy in front of it whos doing backflips. But then, a bunch of cookies rained down from the sky. I was not expecting that, definitely gave me a bit of a chuckle.
I liked everything else too, good job on this one. This game's really good.
I really liked the audio in this one, I don't know why. Also the level design and progression was pretty good.
But, there was no music, (but that's not too big of a deal), and also I couldn't tell what platforms were "fake" and which ones were "real". That second one is not necessarily a bad thing, I actually liked it, but not giving visual feedback on stuff is not a very good thing in the game design world.
Anyway, other than that, I enjoyed it. Good job
I really liked this one. The movement was really smooth (the jump might have been a little floaty though, but that doesn't matter). You clearly have a great understanding of what makes a good mechanic.
Also, making the fake platforms add extra speed and that you can conserve speed by jumping is a really smart thing to do.
Good job.