You launch far by default, tap Down/S in the air to switch to high, tap Up/W to return to far. If you were using a controller, it might've been a snapback issue, I only found out after the deadline that the default deadzones for analog inputs in godot are a bit too small for discrete tapped inputs like these.
Kieran
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Here's mine, a 2d puzzle-platformer: https://itch.io/jam/shovel-jam-2025/rate/3738044
A fun riff on 8values that got a few really hearty laughs out of me with some of the questions, good job on your first game! My only gripe is that there could be some more feedback for your actions and some better tutorialization - things like knowing what the win/loss conditions are, or how much funding impacts results vs aligned answers,
Thanks! The back end of the game is definitely rough, I thought the jam ended a few days after it did and only found out the actual end date the night before! I finished the last five levels in ~3 hours, I didn't even know if level 10 was beatable because I hadn't playtested it until after submissions were over!
Here's mine, a 2d puzzle platformer: https://itch.io/jam/shovel-jam-2025/rate/3738044
I absolutely love the concept of this game and the presentation, and it's my favourite game of the jam so far based on that alone! As for the gameplay, it's definitely fun, but the balancing is way off. Most monsters give less gold than it costs to reject them, makes it feel like a punishment rather than a risk, and the random spawn locations makes it all very swingy - sometimes it's a clean shot to the key and chest, other times you get boxed in at spawn by a troll and a wizard.
Gripes aside, I still really enjoyed my time playing this and want to see more games that take this idea and run with it.
Really fun little puzzle game that I'd love to see expanded upon. The theme of the classic "farmer crosses river" brainteaser was cute and outside of one of the explanations not being too clear ("swap to next in line" left me stumped for a little while"), I don't really have anything negative to say.
The controls themselves were fine once I got used to them, it's just that there's no explanation that you can walk off the sides and since you can teleport to the opposite edge, there's no reason to actually try it until you get to the levels with all four characters, or do it by accident beforehand.
Had fun playing, not usually a runner fan but I enjoyed this. Everything feels simple but polished from the use of assets to the gameplay itself. It's also nicely balanced, this is probably the most pleasant difficulty curve I've experienced all jam.
My only gripe would be the counter-intuitive controls, I kept on teleporting and wondering why moving to the side would send me back where I started, thinking that you couldn't move after teleporting, and only realized that left/right was to rotate clockwise/counterclockwise when I accidentally walked off the side and ended up on the roof.
Overall a fun to play and good-looking game, I'm a sucker for Mario Galaxy so the moment I saw it it went on my to-play list. Loved the pseudo-3D with asset sprites, especially grass, and the low-poly planets. My only issues would be that the camera and controls felt rather janky at times, jumping on enemies felt was tougher than it should and it was easy to lose track of where you were and where you had to go after jumping 180 degrees around a planet only for the camera to do a backflip as you switch planets. Also maybe some optimization issues because my computer does not usually chug this hard.
It's an input polling issue and totally my fault that I didn't catch it before submissions, but the auto-move bug happens almost constantly in Chrome and Edge, and I didn't catch it because I only use Firefox. If you can, use Firefox as the bug only happens in very specific scenarios (defocusing the game window while walking) and can be undone somewhat reliably. I left a note about the issue at the top of the description.
My bad
Edit: Miz gave the greenlight to upload fixes for gamebreaking issues so I've gone ahead and done that.
Pretty enjoyable, the movement is smooth and your options really open up once you get more jumps although the difficulty can get a bit skewed in both directions if you either don't know about the jumps or if you grab all four before triggering the enemies. Only being able to dash in the air feels a bit awkward at first but with multiple jumps to course-correct after a dash and being able to dash while running off slopes makes it a lot more fun to use. Also, I'm pretty sure some of the spawns are bugged, as the shotgun and extra jumps only showed up after I died once.
Overall 1/5 you made me lose the game pretty fun, good work!

