Hi! Thank you for playing! The bounce pads are a bit different than you might be used to; the higher you fall from, the more height you get! In this case, you'd want to be in a vertical L position in the top left gap, dash to the right (to avoid the hands), then use your double jump / airjump right as your dash finishes. You then get the highest potential bounce from the spring which allows you to rotate onto the ledge top right. I hope that helps! Gl! :D
KepFox
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Thanks for playing and taking the time to leave a comment!
The speedrun / achievement menu were two things I'd always have wanted to do, and I tend to use jams for learning purposes as well, so when the other programmer was sleeping and I had no player character or anything to progress with, I figured I might start working on these systems instead :D I'm glad they're actively getting noticed!
Hi!
Thanks for playing! The thing you marked on the screenshot is sadly a wonky glitch that's only present in the WebGL build, which we ran into after the submissions ended. We did do some research afterwards and we now know where it comes from (Unity's very own pixel perfect camera component, thank you Unity :')) but as the submission period had ended we were not able to fix it.
I'm sorry to hear you couldn't get the final version out, the screenshots look neat, I really love the style on them!
I really did enjoy the different effects on the original pong game, simple, but literally game-changing. The sound effects were solid, fit really well! The music was very soothing, too!
I did find the AI was just a tad bit too hard to my liking (was it beatable at all haha?) - I noticed, the moment I'd hit the blip, it'd go straight into the position where the blip would eventually go. Nonetheless, I did enjoy a good 15 minutes of playing pong with different effects and I hope to give the full version a shot once the jam is over!
Thanks for your submission!
Hi! Finally got to play the game! Beat it in 180 seconds first playthrough (with 30 deaths haha).
Your game gave me some really old-school DOSgame vibes, pretty neat for nostalgia reasons hehe. The gameplay was simple, but as a whole it was still engaging and made me want to keep on going! The short levels make retrying easy and make deaths feel a lot more forgiving so on the level design part that's a good call!
Some pros that I found in your game:
- The controls are very responsive, nothing more to be said there!
- The colour coding of enemies is a smart approach, especially one to keep in mind as you potentially build on this game.
- The difficulty curve in levels was very good!
- The design of the game was made done very straightforward and I'd like to believe not a single player will question what they're meant to do!
Now some things that I think might improve the game:
- A little polish such as a fade out/in screen upon new levels is a great touch that'll increase the perceived quality of a game by loads, without being too hard to implement.
- The hitboxes felt a little bit too tight (I think the hitboxes were exactly the size of the actual sprites?). Generally you'll want hitboxes to be sliiiightly smaller than the actual graphics (reaction time with the brain and whatnot) however, for the theme/style, this might actually be just fine as I believe most games back then had really strict hitboxes on their graphics.
- The level design, while good in difficulty curving, felt a bit random. A rule I tend to stick to, myself, is that I try to have every single block, obstacle, everything have a meaning in the level, in order to make a player do something, to guide them, or to challenge them.
Thank you for your submission and I'm looking forward to see what you come up with in future jams!
Hi!
Your game fit the retro theme very well, I applaud you! The art is yet another modern/futuristic, sci-fi, close to neon-style art which I really appreciate. The controls were very responsive and the turret constantly spinning, only allowing you to change direction, was a great twist on other similar games, albeit I did have a bit of a hard time hitting my shots with this mechanic.
The ammo as a pickup was a neat change which forces you to take risks, which is a great improvement from games similar to this that basically just allow you to sit still. The SFX matched the gameplay really well too. The music itself, while not bad itself, could've been a bit more "intense" or "hyped" if that makes sense - to my liking that is.
On top of that, the slow introduction of multiple enemies was a nice touch!
Oh! It's not any critique at all, but perhaps you could consider making points go up more than "1" per picked up 'coin'. Like 10 or 100 per coin, it makes it feel a bit more impactful and I personally think it'd add a bit to the chaos that becomes the game as you go longer and longer.
Thank you for your submission!
This is the definition of retro! The addition of the joysticks too, 6/5!
The game was very, very enjoyable to me, but I felt like the boss was a bit too hard. (I did beat it in the end!) It spawned enemies quicker than I could kill them which is okay cause I could kite them around to get to the boss still HOWEVER the big beefy guys that can't be killed (I think?) couldn't really be kited around so it became a bit of an RNG-fest. I still enjoyed the grind though, fun experience!
Both the chosen soundtrack AND SFX were chef's kiss and I really appreciated it- added greatly to the retro experience. The controls were insanely responsive and not having any smoothing on the character was perfect for this type of game. The art fit the retro aesthetics really well.
I feel like you have quite some potential to make a bigger retro-like game here, maybe some additional enemy types- perhaps a single extra ability to destroy the "beefy boys", I'd be excited to play more of this!
Thank you for your submission!
Very cool concept! Short and simple submission but I enjoyed playing it, left me wanting more!
It felt a bit like Ibb & Obb but with the reversed controls twist and I feel like it has SO MUCH POTENTIAL!
I'm a sucker for these simple sort of graphics, especially the neon-vibes it gives. May I recommend maybe setting up an effect that would make it seems like everything's glowing? That'd be so sick, I reckon!
The controls were very responsive, which I like. I did wish there was some sounds to it (or was it just broken on my end? Let me know!) - it would've added to the immersion greatly.
As mentioned in another comment, level design could use some work but that doesn't take away that the concept is very cool and I enjoyed playing through it, well done! Thanks for your submission!
One of my favourite mechanics this jam! (SO FAR)
The concept is just very neat, smart, well done! My only problem is that I feel that it was fairly hard to actually score points cause most of the blocks didn't quite seem to fit together well at all, a potential fix might've been to steer away from the default tetris layout and instead went for a field that had a width multiplication of 3. Not sure!
Either way, game was very responsive and I loved the aesthetics, very well put together. As mentioned before, a little bit of SFX and VFX would've been awesome, but for me personally it didn't take away from the game. (Also, I loved the self-aware comment regarding the font haha)
Thank you for your submission!
Really enjoyed playing this game as a person who is into the oldschool machines!
The colour palette is great, I love the different greens on black, great picks! Big props to having multiple space ships.
Controls were responsive, and I appreciated the little addition of powerups.
The game was getting slightly chaotic in an "unfair" way if the screen got too filled. Especially with enemies being able to shoot through asteroids. Nonetheless, I had an enjoyable time playing this one, thank you for your submission!
Very fun take on pacman! LOVED the mechanics and you hit the theme perfectly! I found the movement was a bit too unforgiving for my personal taste (however, I might simply not be the right target audience for this specific gameplay so I won't let it count in my judgment haha).
I've played for approx 20~ minutes and haven't been able to clear the screen - I hope I didn't miss out on any extras/easter eggs!
OH, and the effect that makes the graphics... I don't know how to explain it haha, you probs know what I mean- I LOVE it.
Cute little entry! Pretty responsive controls and especially the intro's style looked really sick to me! Besides that you managed to stick within the retro theme fairly well and set up the basis to a nice little arcade-like high-score game. Potential improvements could be:
- Allowing player to go down slightly faster by holding down.
- Adjusting hitboxes to be a bit more lenient (a common strategy is to make the hitbox used to HIT an enemy (if relevant) slightly bigger than the sprite, but the hitbox that damages the player, slightly smaller than the sprite. Same goes for the player sprite, making the hitbox slightly smaller will feel more fair to players).
- Extra collectables: Health, parachute repairs, for example.
Thank you for your submission, I had a fun little playthrough!
Hey!
Quirky little game! At first I thought it was a bit too hard, I died over and over and felt like it was unfair - if others feel the same it might throw them off from trying. Mainly things as being shot by enemies I couldn't even see yet was a bit annoying.
Once I adjusted my mindset and took things more carefully though, I did appreciate it a lot more! The graphics were simple, lowkey reminded me of oldschool cdi games! The soundtrack, quite a banger, but did get a little repetitive as I spent more and more minutes playing haha. The SFX were mostly good, some felt slightly out of place but not to the point that I thought it'd get annoying.
The charging an arrow mechanic was cool, however the game was a bit too-highpaced (running around shooting and dodging) for me to fully grab whether charging the arrows actually had an impact; nonetheless, I shot all my arrows fully charged!
I made it to the bossfight (not sure if there is more than one!) and unfortunately gave up after a few deaths due to work coming up (might revisit later!), but I did like the design of the boss! Gave me quite some bullet hell vibes - I like those! For future improvement you could look for ways for the boss to "communicate" to the player what to expect, so the player can repeat and learn based on those tells.
Thanks for your submission!
Hi! Thank you so much for playing, I'm glad you liked it! I wish I had some more time for additional mechanics/gimmicks (I have ideas haha) but I decided to go with a strict scope to avoid overscoping this jam. As for speedrunning; some friends of mine and I have already been running this! My current record is 8:39 (in-game time only), with 1 death, but even without that death, there's plenty of optimization to be got!
Hey!
I loved your take of the theme, a nostalgic-like game that goes "through the ages" when it comes to styles! I was kind of sad when it ended as I was excited to see what would come next; but also to find out what the next enemy type was!
The controls were very simple and responsive. The lenient hitboxes on bullets/enemies were perfect. The SFX matched the functions. The soundtrack got a little bit repetitive/tedious, but I guess I maybe wasn't supposed to keep playing up to 15k+ points haha. I wonder what else you could've done with the gameplay to keep things exciting as you go!
Thank you for your submission!
You win! Thanks for playing!
The mechanic felt like a unique asset and I feel like you could've done so much more with it (which you might've initially planned to? Haha), nonetheless, I saw the potential and loved it! The controls were responsive and worked very well.
The audio got a bit tedious/repetitive, but that's not much of a biggie! As for level design, I really liked the ideas you put in there, challenging and interesting bits, but I do think the way the character controlled itself could've been a bit more lenient - for example the final jump (drop underneath the spikes than jump up to the next platform) was incredibly tight it felt like. Perhaps a slightly smaller hitbox for the player would do the job already!
Nonetheless, grats on submitting your first game jam ever, a playable game with a full gameloop! Congratulations!
Cheers to your first game jam!
To start with, here are some things I liked:
- The graphics, specifically the background. It felt like a chaotic kind of good, and I don't know, I just really loved it haha.
- The SFX feel good for what they do. Good picks!
- The HUD is clear and does exactly what it has to do.
- Volume bar in the options panel! <3
Now some tips I feel like they might be helpful for future game jams:
- The SFX, while good, are really off when it comes to volume levels. Some are very loud, some are way lower. This can be fixed rather easily by using a (free) tool such as Audacity. Drop your audio file in there, ctrl + a the entire track, go to "Effects" select "Amplify" and it'll automatically adjust the volume to the maximum volume without it hitting the red- if you do this for all of the audio, they'll all be on the same level.
- In a game like this with short fire rates, it might be beneficial to put on an "autoshoot" option by just holding the mouse button.
Besides that, I feel like you did great delivering your first playable game jam game ever, and hopefully you enjoyed it enough to do more of those in the future; it will only get better!
Thanks for your submission <3
I loved the visuals and the way you used the theme, then adding horror to an old-time classic such as Pong is a stroke of genius! I felt like the gameplay itself was a bit tedious, not your fault, it's just pong after all, but perhaps speeding up the ball a tad bit or making the AI just a bit more challenging would've been great!
The audio was also great, I loved the way you used the music during the tutorial and well, all the static noises throughout the experience itself were top notch.
Thanks for your submission!
Hi! Thank you so much for playing, and also taking the time to leave a comment! Just a headsup; there are 35 levels in total!
I'm currently reiterating the game's design and the way I design levels for a 2nd demo version, using feedback I've received from you and others- less filler, more gimmicks, more interesting gameplay. I totally agree that the demo feels dragged out so from here on forward I'm looking to do better. Stay tuned! :D
Thank you so much for playing! I'm glad you enjoyed it- I think Stoff and and I pretty much worked on it nearly fulltime next to our regular jobs haha.
As for the controller; there seems to have been some problems with the stick for some controllers; I was wondering: if you have the time, would you mind going into our controls panel through the rebind menu and see if trying to remap the movement for gamepad using the stick does register any input at all? It'd help me greatly when it comes to sorting out the issue for future jams!
Either way, thank you for the comment! I've been excited to get into One More Try since seeing it on Rook's stream, you'll hear from me soon!
Thanks for the reply! I'll look into the controller, see if there is a workaround in the unity input system for that specific controller, there must be!
The abilities are a bit mega man-esque. You unlock a new ability after each boss you beat, and each one is used by the same button. Then there's an additional button to "scroll" through the abilities. It's a bit oldschool, but we thought it worked well with the bosses I designed and on top of that, it's scalable fairly well without ending up with many, many, buttons :D
Hi! Thank you for trying a game! Without spoiling toooo much, I'll tell you there is a way to make the big blocks/smaller blocks interact to break the shields. I hope this helps!
I did realise the hitbox for the big block isn't properly set up to hurt the player when attacking after reading your comment, little oversight, I'll make sure to update that in a post-jam version once the rating period of the game jam we built this for is over, thank you!
Hi! Thank you so much for trying our game. Mind if I ask what gamepad you were trying to use? So far people seem to have been able to use the gamepad on web mostly fine, and I'd love to look into it for future game jams.
As for the keyboard controls, sadly it's hard to get controls working that literally everyone will be able to work with, starting with whether players want to use arrow keys or wasd. Therefore we did built our key remapping system that allows you to rebind every single key, including the pause menu. I hope that helps!
Hi! Thank you so much for the kind words! I'm glad you enjoyed the game as far as you got! I'm just wondering; what kind of gamepad were you using? I've set up the new unity input system to take left stick from any gamepad, but it seems there's some controllers where the stick doesn't seem to register properly. If you decide to get back into the game, who knows, would you be able to try the key rebinding panel to see if the way we set up our input system recognizes stick up and down at all? I'd gladly appreciate it!
As for the theme, I see where you're coming from! Our decision to enter was actually sort of last-minute, we ran into the jam on itch and we were like "Want to just go for it?" and that's what we did. We did have some plans for the game that would've most likely be more related to "makeshift" (such as picking up parts/blocks of the boss and using those to essentially put build/craft a weapon which you'd use to finally defeat the boss with), but it turned out a bit too big of a scope, sadly!
Either way, thank you for your comment, looking forward to try yours over the weekend, I believe I've seen some of your progress messages on the discord and have added your game to my watchlist since :D
Thank you for playing! Depending on reception I'll consider whether I want to finish it and release it as a free mobile game.
Thank you for the comment on the music/graphics! I do just want to quickly plug the stage 5 music here (cause I assume most people won't be getting there) as I'm pretty proud of it haha Gaffy's Bossfight Theme
Thank you for playing! I figured it'd take people a bit to figure it out cause as you said; I feel like the gameplay is quite innovative and when something's "new"/"innovative" it will always take people a bit to adjust - I'm sad I didn't get to finish the tutorial due to an arm injury but it is what it is! Also, you're right! The game was made with mobile in mind, and it does in fact work on mobile! Sadly I messed up my webGL build so the resolution does weird things on mobile - it's definitely something I need to look into later on.
Thank you for the compliments!
Thank you for playing! Did you end up figuring out what to do? I'm sorry for inconveniences! I still have a bit of a hard time figuring out where and how much player feedback I want to provide. I did have plans for a tutorial but due to an arm injury I was unable to keep working on it, so I just quickly put together a simple "How to play" screen, a tutorial would've benefited I feel!
It was definitely, originally, intended as a mobile game, so the controls are somewhat mobile-like too (as you have assumed correctly haha), however, I messed something up when it comes to the webGL resolutions so unfortunately I couldn't add the "mobile" tag on there. Time to figure this out for next time!
Hi! Thank you for playing!
The game technically IS a mobile game idea (I did test it on android as well), but sadly I messed up something with the resolution so now it's unplayable in the browser on mobile, hence I didn't "advertise" it as a mobile game. Thanks for the comment, and as for the art, I'm happy you liked it! As a non-artist myself it was one of my bigger struggles for this jam haha.
Lovely intro! Brings me right back to the Atari days!
I love the simplicity of the graphics, the beeps and boops like back in the days for audio, and the very responsive controls.
I felt like the level design was a tad bit on the hard end for the lack of control you have over your character (I'd consider this a precision platformer, which generally feels better if you can go for differentiating jump heights depending on how long you hold the jump button).
Nonetheless, I kept playing cause I do love myself some challenges so I continued to play and I enjoyed myself a good bit!
Thank you for the submission!












