Do all art assets have to be made by the jam participant or can we use existing sources with credit?
Kantalope
Creator of
Recent community posts
I had the same issue as the other commenter in that I had to zoom in to 170+% to see all of the controls and story. The game felt fairly simple because of the two directional nature of the design, and randomized passage locations and a cooldown on the board command would've presented more replayability, but I'm not too upset about that considering the time frame. I can't complain too much considering I'm the only one with an unfinished game lol
I like the idea being displayed here, there's just a few issues that I experienced:
- unforgiving platforming (could be fixed with a little bit of "coyote time" after ledges)
- secret vision was spammable (felt like the ability should've been disabled when player inputs a movement key so that they have to stop in order to use it again)
- ball sometimes didn't respawn at end
For a game that only took 12 hours to make, it's very impressive. I imagine that, with another 4 hours, the game would've had more polish and be even better!
I'm looking for a team as well. I'm experienced in FPS and Racing Sim level design and know the basics of coding. I haven't published anything in a game engine yet, but I have messed about with creating inventories and multifunctional weapon and item classes in Unreal 4, and I can quickly learn other important skills as I go.
EDIT: You can find me on discord @Kantalope#4488
Pretty fun game, enjoyed listening to the same music as SCP Illustrated lol! The only frustrating part about this game was the lack of a clear indicator of whether or not a ledge was 'clamberable(?)' or not. It felt as if some ledges of the same relative jump height had different interactions rather than a consistent feel. Maybe this is due to a pixel here or there? Either way this was a fun 20 minute game to play!










