Thank you! We were trying to go for something similar to Animal Crossing for the character models haha
Jyunaut
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Thank you so much for playing! And thank you for the detailed feedback :>
The banana anvils on level 2 definitely needed to be nerfed hahaha. And I also should have been more explicit with what to do on the tutorial statues like "Remove objects by clicking and dragging them." This could solve so many potential cases where people would get stuck right at the beginning.
Thank you so much for playing! Level 2 was actually way overtuned (it was meant to be a joke level until it turned into a real one) and we kinda' forgot to nerf the banana anvil LOL. But yeah, educing the overall solve time by around 10-20% would have improved the game a ton. I appreciate the feedback!
Thank you so much for playing! When I realized that the type of game we were making would require a decent number of 3D assets, we tried to be resourceful and reuse some of our previous VTuber-related models (the monkey is our own little guy) haha. Our goal is to focus on the community when it comes to our games, so I'm happy you noticed :>
I was one of the people that got stuck for a few minutes hahaha.
One of the main things that made me stray from the correct solution was that I was trying to relate the number of birds that are outside of the sun vs. the number that are inside the sun. I thought this way because I also saw the feet of the chairs set up so that some are inside and some are out (which is actually for a future puzzle...) So yeah! That was my thinking process on how I made myself get stuck until I noticed that the wings were deliberately different lengths.
Played again after your updates and the game was a lot more playable! The locked camera definitely felt better to play.
Because of the locked camera, I believe that the level design would need to reflect the camera changes. For example, the first section of level 5 was really tough because there was a lot of vertical movement which made the game even harder due to the lack of screen real estate as opposed to horizontal sections.
And I think I would have preferred the dodge to just have the player stop at the wall instead of bouncing because there were a few moments where I would dodge towards a wall and then my character would move the opposite way because of the bounce.
But yeah, very nice improvements to the game!
So I managed to finish the game and would like to first say kudos to the team for making a 3D action game for a jam! It's super impressive to make one in around 2 weeks.
That being said, as a game itself, it's super jank in terms of the moments when the enemy attack hitboxes are active (I'm talking about the boss' attacks). There should be a good amount of anticipation before each attack with a recognizable pose. Even a little amount of hitstop and noticeable VFX would make the combat a lot more fun to play. I think that removing the big enemy at the back and just keeping the boss fight as a 1v1 would have made the game feel better to play as it was already hard enough to parry the enemy due to the lack of anticipation.
For the player controls, I would suggest making the dodge transition back into the run a lot more smoothly by making the run input cancel the last few frames of the dodge where there is still movement so you can keep up the movement speed. I would also consider further making the run input cancel attacks even more shortly after the swing portion of the attacks end since that typically feels better to play.
For the level design, it largely consisted of very open streets which made it difficult to know where to go. I would make the levels a lot more focused and linear. This would help make developing the game feel a lot more manageable and also help with keeping the scope low.
As for bugs, I would find that the enemy I wanted to target (usually the closest one) wouldn't be targetable at all. Not sure why this would occur.
I really hope this feedback helps and that I was able to explain it properly... I really enjoy making combat-heavy games so I love seeing how others make theirs. Nice work, overall!
I love the music and presentation! The gameplay is good but the camera look ahead movement really messes with my aim, especially when you have such a small amount of time to react to things. It probably would have been better to either center the player and not move the camera or pan the camera based on the cursor position, rather than the direction that the player's looking at.
But other than that, nice work!
Pretty cool game! The hitboxes are definitely punishing, and I think a feature that would improve the quality of life would be a small period of time where the player can swing their weapon after hitting the ground to save themselves. This would sort of be like "Coyote Time" in platforming games.
And I think checking side hits on the player might be a bit too punishing, but that's just my opinion lol.
Overall, nice work!
Super fast-paced and fun! It took me two full playthroughs to really enjoy the game since the microgames were VERY quick, so you kind of always lose on your first run. I think if the speed of the games, including the part where the difficulty spikes is reduced by like 10-20%, it would be a pretty good experience from beginning to end.











