Such a shame that the rating & ranking system doesn’t do justice to this game. It deserves to be way higher in the rankings. Such an amazing game.
Kaciom
Creator of
Recent community posts
Super happy to hear that you enjoyed it! We'd love to expand on the idea. I had some ideas like bombs that countdown only on hit but not on bounce, or even a bomb that create a platform on detonation. Unfortunately we could work on the game only for 2-2.5 days so we didn't get to implement all the ideas we had but a lesson I learnt from this jam is that it was also a good thing that the game is a short experience because everyone plays tens of games and getting a conclusion is a better player experience than getting stuck at some point and quitting. Hopefully we'll get to work on the game after the jam if the demand is there. :^)
Thank you for playing and writing feedback! I thought it'd be too boring if it got repetitive quickly without the new mechanics or too much information to take in all at once if it was all introduced at the same time. So I wanted to introduce new mechanics on the go. I understand that it might be a bit overwhelming though, which is why there's a play again button for each level even after you complete the level! Thank you for the kind and respectful feedback!
Wow, very flattered to hear that, Thank you. We did our best with visual instructions rather than wall of texts for the tutorials but since we had limited time, we tried to keep it concise. And I designed the levels without requiring wavedashing so it's an optional mechanic for the ones who enjoy it. Therefore we didn't have a tutorial for it to avoid confusion for the players who might not know what it is. And ofc happy to see a melee player enjoy our game, thank you!
Really interesting concept but the core gameplay loop is not very enjoyable as it deprives you from the most important sense. And when I reach the goal, it's not as satisfying. Really happy to see experimental take on the theme though.
Also for the onboarding, maybe if you could see the level first and then hop into the blind mode where you try to time the inputs, the players could have more of an idea on what they might have to do, so the first playthrough of each level doesn't feel like just a guessing game.
Other than that, fun experience, I like the simplicity of the art style.
Edit: Ah, I just read the previous comments and these were already mentioned. Well, it's still feedback!
Thank you for playing it on stream even though I submitted it on the first day of the ratings. I watched the VOD.
One thing I learned from the feedback so far is that there is no control scheme universally accepted for platformers. Some people use WASD, some use arrow keys. Some people said that they would prefer the dash and the jump button to be swapped. One thing you mentioned in the stream was that you want the jump to be up arrow key though. In that case though, it's very common in platformers and platform fighters to have a separate button for the jump because up is for actions that require directional input such as dash and attack, which this game has. I will most likely work on the control scheme though, you're right, it would be perfect if they were remappable but I simply didn't have the time for that in the jam.
Other than that, you played only a few levels, which does not include all the mechanics built around the core mechanic but I appreciate it that you considered that you didn't play it long enough to have an accurate idea of it. From what I've seen so far, people say that the controls were tricky in the beginning but they got used to it so I wish you played it a bit more, maybe it would've clicked for you. I'm not complaining, just accepting the feedback and doing my best to understand and evaluate it. Thanks for playing!









