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Kaciom

98
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23
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3
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A member registered Oct 11, 2020 · View creator page →

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Thank you for the kind words! And yeah, fun coincidence :}

Simple but fun. Difficult but in a good way. The level design is very tricky considering the mechanics but it managed to keep me playing until the end. Great work!

Thank you for playing!

Thank you for playing. Happy to hear that you liked the onboarding. Our artist did her best to make it as visual as possible!

Neat concept! I think it needs a bit more polish overall but the challenging puzzles were fun! Also, the pixel sizes not matching across different assets/elements made some of the stand out a bit too much but it's totally understandable in a game jam! Great work!

Fun game, chill vibes. I ate too much

Fun little game, could be expanded on. I like the art style and the sound design.

Neat and fun concept! Super difficult game. The bombs are really frustrating. :')
Overall a fun experience.

Fun little game with on point art style. At first I kept losing the moment I started climbing without understanding what's going on but figured it out over time. Love it. 

Thank you so much for the kind words, I am considering adding controller support along with a few QoL improvements on the controls after the jam.

Thank you for playing! I did actually consider adding the player’s velocity to the bomb on hit and/or taking the player’s position relative to the bomb into account so you can use movement as a tool to boost the bomb but the movement and bomb interactions are already tight and challenging so I decided to let the player have more control over the direction of the bomb by limiting it to the hit input direction, similar to hollow knight or platform fighters such as smash bros. 

TL;DR: It’s a balancing decision I’ve made vs realism.

Thank you so much! Happy to hear that you had fun playing it!

Thank you for the detailed feedback!

I’m glad you liked the instructions, we tried our best to keep it as visual as possible! 

For that level, I wanted to put it as a challenging practice of the mechanics you’ve learned so far before introducing new elements into the equation. I did actually consider making the wall thin there so you can cheese it if you’re struggling but I thought it might seem like bad game design from a player’s perspective. 

We might work on the game a bit more later on since the feedback is mostly positive so far and the issues mentioned are mostly about accessibility with controls. No promises but I am planning to add controller support!

Thank you so much for the kind words! Really happy to hear that you liked the player movement and bomb interactions, I spent so much time fine tuning those!

Thank you so much for the feedback! I’m glad you had fun with it. And yes, din cooked with the art and animations :)

Thank you so much. Very happy to hear that you liked it!

Thank you for playing! Glad you enjoyed it.

Thank you for the kind words!

Fun and easy to understand concept. I love the fact that you focus only on the healing. It might just be me but the text is a bit hard to read though. Fun experience overall.

Amazing pixel art with a fun mechanic. Great vibes overall!

Really fun take on the theme. The claustrophobia it gives me during the meditation is scarier than running honestly though. x) Great work overall!

Thank you so much! I have seen people play and get frustrated as well but so far it seems like a good kind of frustration that pushes you to do better, at least I'd take it that way. Glad you enjoyed the game!

Thank you for the honest and detailed feedback! You're right about the keybindings, I should've gone for something more intuitive for WASD players. Usually in my mind, platformers are always played with arrow keys so I focused on that control scheme too much but I still wanted to create a WASD control scheme for the ones who want it. I guess Shift for the dash would've been a better option.

And for the dash instruction, we simply didn't have the time to make a diagonal one. :(

I'm glad you enjoyed it!

Thank you for the feedback! I wanted to have wider movement options so that you can space yourself around the bombs more easily. Also, I really wanted to see what speedrunners can do with wavedashing to improve the times on the level. As a Celeste enjoyer, I couldn't help myself but add those options to push the movement further. :D

I had other mechanics in mind based around the main mechanic like a bomb that creates a platform once it explodes but we could only work on the game on the last 2 days so we kept in only the core of the play.

Fun take on the theme. I like the clean UI. Overall a good experience!

Thank you for the compliments! I agree with you on tutorials being visual enhancing the learning experience of a game! Glad you enjoyed it.

Insanely strong visual identity. And satisfying gameplay overall.

Thank you for playing, glad you enjoyed it!

One of my favorite games from the jam. Very well polished controls. The only thing I would complain about would be the lack of a "clean all commands" button because I kept wanting to start from scratch. :D

Love the colors, beautifully done.

I definitely agree on the sheep raccoon + mosa lina comment

Scratches that Hotline Miami itch. I love that you start on a different stage each run, great for replayability. 

Thank you for playing! Really glad to hear that. :)

The visuals are amazing. Love the color palette and the style in general. Fun game.

There's room for improvement on the game feel and visual feedback overall. The art style is very cute. Great work!!

Crazy game for a 4-day game jam. Congrats to the team!!! Love the shaders.

Thank you for the kind words!

Cool concept and fun puzzles!

Creative and fun. I like the movement!

Thank you for the feedback!