Very polished little sokoban game! Importantly it has great tutorialization, onboarding the player gradually and offering hints later on.
Khyi
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Thank you for the detailed comment!
I've already started working on an update that addresses most of these issues. I've slowed down and smoothed out player movement a bit to make landing on platforms easier and force the camera to follow more closely. Also reworked the design of the second and third level to make it a bit more intuitive, especially the spider swinging one. Will upload the new version after the jam.
Very unique concept that clearly fits the theme. I could see myself playing it more with some polish, it's quite satisfying to master early sections of the level and cruise through them as you learn the rest. My one complaint is that the controls on mobile are a bit difficult, varying jump height by holding the jump button makes it much harder than if there was a set jump arc.
Love the cute whimsical artstyle and there's a surprising amount of potential for such a simple concept. For example, the more balloons you have, the more it "costs" to slow down, because they're all counting down, so you're losing more each second. I just think that balloons you haven't picked up yet shouldn't get popped by obstacles, it feels bad to see a 30 get popped by a seagull before I ever got a chance to grab it, and there's nothing I can do to prevent it.
The look and sound is quite similar to a popular card game :) The decision had to be made a bit too quickly in a sense that I could not read and understand both the questions and the answer cards fast enough to answer properly. Maybe if you could read the question before receiving the answer cards and starting the timer it would be a smoother experience. But all in all it was interesting.
Very stylish game with lots of juice on a simple premise, I especially like the closeup camera of your final shot when the time runs out. Unfortunately it seems too unoptimized to run smoothly in browser (Firefox/Win10) so it lags every time I take my first shot and whenever there are multiple effects on screen, which is a big drawback for such a tight time-based game.
The art is really charming, as is the music, and the simple core idea is well executed, a fresh take on endless runners with a bit of humor. That being said, I wish the boost UI wasn't so tiny and off in a far corner, it would be nice to have it somewhere more central (even though there are other cues for the boost which is appreciated) instead of "THERE SHE IS" and "SHE'S GETTING AWAY" being in the very center. I also had a hard time gauging the height of some obstacles, especially the piles of wood, so a lot of times I'd collide with them after jumping because I wasn't high enough to dodge them, until eventually realizing that I have to jump way before I'm near any obstacle.
Very cool game, I can see how it has a lot of potential and the UI is very well put together, but it throws a lot at the player from the very beginning and constantly introduces new characters and abilities, all of which are information and text heavy. I would recommend a much simpler early game, focusing on teaching one mechanic at a time, then gradually build in complexity as the player becomes more familiar.
Lots of things to like about this one:
A simple premise, that lines up with what people instinctively want to do: climb a tower.
Very pretty artstyle, although the tower itself looked a bit bland, some textures would have helped a lot.
One core mechanic to learn next to otherwise conventional controls, and it ties up the story very nicely.
Congrats on your game! Fun game with an intuitive goal, love the halloween-y vibes. I wish some of the controls were more contextual, for example if I'm standing on the ground the dash shouldn't go downwards, but the direction I'm facing. Similarly float could be bound to pressing W while in the air instead of having a separate button for it.
























