James Digby
Creator of
Recent community posts
I'm not sure how either tbh, everyone put so much work in for this Jam it was crazy how it all came together. We had a pretty strong vision from the get go to be fair, so we spent time making sure we had an end goal in mind, so we could just make sure the game was fun for the rest of it. I'm really lucky to be able to do this with these guys tbqh! I'm surrounded by talented people 😅
Thank you so much! <3 we're all really pleased people are engaging well with it, we put a lot of effort into making cleaning up trash something fun and kinda relaxing to do. We had a feeling lots of games would be quite fast paced and stressy, and we wanted to go the other way. As to how complete it is, we have our team lead to thank for that-plus the insane effort everyone put in, of course- but he just somehow knows what we're gonna have time for when we plan @_@
Right, first of all, I beat the game with all 7 hearts! For context, I've beaten both HK and Silksong, so once I saw those (very wacky) keyboard controls, my first instinct was to grab my controller, which worked great, which I'm very glad for. Maybe let people know this is a game where controller works best!
The gameplay is simple enough, pogo off stuff, kill stuff, get hearts, then survive the last phase, easy enough - unless of course the camera moves just as quickly as the character, in which case everything feels really dizzying and hard to follow. You used Hollow Knight as a reference, which is good, if you look at how the camera there works, there's a delay/smoothing effect where the players' fast movements aren't INSTANTLY followed, they're on a kind of delay with an ease in, so that if you're doing quick bursts of movement, your eyes have a chance to follow and breathe into the motion, rather than having to instantly see the whole world shunt half a screen, this is especially useful when performing pogo actions, as it gives people much more of a chance to position correctly for it. Trust me, I beat Silksong with beast crest, so I enjoy a good pogo challenge, but that heart on the right (not that one, the OTHER one, you know the one I mean) has really tight, punishing pogo, and the camera just exacerbates that difficulty.
The camera does affect the combat too, but I have a separate issue with the combat, and that's attack telegraphing. The slimes (whilst, in a regular interval) have no telegraphing on the attack, which makes it basically inevitable that you take damage from it (or at least from the enemy room on the left), even if you're good and use the ranged attack parry (which was fun to use, btw!).
You did compensate for this extra difficulty by being generous with the pots I will add, but those two things of camera movement and enemy attack telegraphing are two things HK and Silksong are both *exceptional* at, and its worth taking another closer look at how that looks and feels in those games to get a sense of how you could adapt those techniques for yourself. Otherwise, very good first attempt at a platformer! <3
This is a cool idea! It could definitely have been expanded without needing the bats*** insane level at the end (which I passed btw!) - perhaps you could have a little arrow the other attackers follow so you can lead passes and then employ some more interesting tactics? I think that'd be pretty neat. Either way, simple and fun :D
what a fantastic game! I love the clear inspiration of story-like fantasy composers like Gareth Coker and Christopher Larkin, and its *seriously* well executed too. I'm not an artist or programmer, so I can only say those things seem really great too, but from an audio POV, I'm very impressed. Great mix quality, clearly live performances thrown in, and well placed too, incredible use of string techniques for diversity in the orchestration, whilst not over-complicating to dim the effect of the story and art's presence. Bravo!
I got to the heart, but it required really high precision in my inputs to make it that far in time once you knew the route, but I couldn't figure out how to beat the heart at the end, since the timer was always so low I could barely inspect anything. I just about took out the two things either side of the heart, but only managed to get one hit in after the fact. I like the idea, but I think the timer is too short, or I'm missing something. I tried breaking that breakable wall from the other side too, but that didn't seem to work. I liked how a couple things misdirected you until you looked around though, and I like the idea behind it!
This is a pretty fun puzzle-like, and its a pretty cohesive experience. I found it tricky to predict at first until I realised the enemies shot on the movement the same way the player does, which made it easier. I also liked the ability to 'charge' weapons by getting them to 1 and switching off them. Neat! - I do wish I could see enemy health though, given that its a strategy game prettymuch, and I was usually gambling on whether a shot would kill, which got me killed a few times [].[]
This is a great game! The concept is unique, uses the theme really well, and the music is amazing! Hooking in the bpm to the fuse count was a great play, and the dynamic switching between scenes with the music style shifting was great, plus the hilarious twinkle twinkle little star orchestration at the beginning LMAO - I was too stupid to finish the game, even with the hints, but I had a really good time with it
Glad you enjoyed it! Locking the camera was an intentional choice made to make the player be more careful of where the ship is going, and how fast it's going when they do things. Since you can slow the ship quite a lot by raising the sails, it ends up giving you enough time to do things like repair or check your surroundings. With repairing, if you press the interact button again, it will stop the repairing and let you go back to the free camera, so it can already be paused. It's definitely still a challenge to balance all the task whilst progressing, but that's part of the intended experience! Thanks for playing <3



