Oops, just realized I never actually left a comment on this! I thought it was a cute and fun concept of being the ball of yarn that wraps up the cat after beating it around! I love these kinds of boss fights, so I had a good time with it. Some attacks felt extraordinarily difficult to dodge, but I thought it was still manageable, so I say well done!
Winter
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Very basic, but kinda feels like the basis of one of those surreal, low-visual type games that honestly have their own niche, so I think there is potential here, just as it is its still very much rough with not a whole lot going on (the spin also is lowkey rough on the eyes, but I may just be sensitive)
The idea of the skills cycling with each few uses is cool, though I feel like there are ideas behind them that have little impact to the actual gameplay. Also the screen is so small I have a hard time telling what is what, though I can tell that the spritework is good, so props to that. Would love to see this fleshed out more, because it has potentia
Not bad, the art is really good, and I appreciate all of the different scenes. Unfortunately enemies feel way overpowered and beating them nets you nothing, and I did encounter a few glitches of being in multiple scenes at once, or escaping sometimes counting as failing, but otherwise this was nice and I hope you build on it more.
This was really good! The sound music and sound effects were great, the progression felt fun, the art is very good, the variety of characters is impressive, literally the only thing I don't fully understand is the reputation mechanic, as it felt like sometimes things effected it, and sometimes it didn't. I tried to get the bad ending the second time and even though it was in the back half, the ending was the same, and I couldnt manage to get it to drop to zero. Might try more later lol. Great job!
I had quite the laugh with this one, and props for being willing to actually put the guys in bondage, most people shy away from that so I appreciate it (and as a bi girl who really likes her feminine leaning men/NBs, some of these characters were very hot!). My only complaint was that V4nny's dialogue train felt mapped weirdly, it took me a while to successfully get through it.
Well I managed to yeet myself off of the platforms every 5 second or so (clearly I suck at movement shooters, but also the edges were kinda hard to notice imo), but otherwise this was pretty crisp. Do wish the enemies did more damage, since they didn't seem like much of a threat, even the multi projectile ones, but that is a very minor complaint. Also, I heard the music and was like, this is kinda a banger, and then it hit me, this is Metal Man's stage music. So props to good taste lmao.
Cool puzzle platformer, and I love the spritework and creativity! The last level was definitely brutal, had to reference the comments to see that enemies could press buttons, and still heavily struggled because I didn't realize the melee enemy could walk off of platforms, so the last laser enemy felt like the answer and had me barking up the wrong tree for like 15 minutes, but we got there in the end.
Cool idea and cute art, though I feel like Ale specifically was unfortunately designed really unfairly. Half the time I would get hit 3 times before I even had control of my character after attacking or on phase change since a lot of her attacks are instant with no indication, and her having 80% recovery chance even at 0 health made her feel impossible. Her aside, this was cute!
Cute story and ambiance. I if possible I would say an improvement would be to be able to click on the dialogue while it's typing out to quick fill rather than moving on before it finishes, don't let the next button be hit while it's typing, or a button to go back to previous in case you do skip some lines. This is a good framework though!
The visuals are trippy, cool but also disorienting, and the character design is really good and the controls feel tight, which is nice. The level design kinda feels counter-intuitive to building momentum, and sticking to walls and not being able to let go makes it almost impossible to go down certain sections without going into shock recovery, which I find extraordinarily difficult to do in the time limit unless you get lucky and most of the buttons are the same, which was extra rough when you randomly fly into the goo traps which freeze you till you go into shock mode. I also could not figure out where to go. After about a dozen attempts I managed to bumble my way to the end, but I felt like I was running a maze more than a speed course. Overall very good framework, I'm honestly impressed with some of the responsiveness of the music and the visuals and all that, I would just suggest an adjustment to the level layout so players have an idea where to go.
The art is very pretty and the soundtrack you chose fits the vibe very well. The bolas on the hunt part of the game didn't seem to actually do anything to the wives, so I ended up just running at them to corner them with traps. And obviously there is the actual battles, I won't rehash what has been said a lot at this point, but yeah, I almost quit playing at the last fight because every hit of the red rope felt like a coin flip that I had to win 25 times without losing 5 times. With some more polish and maybe some extra projectiles or something that require different inputs to spice up the fights and I think this could be a solid project to follow up on.
That was exactly the vibe I wanted to give, just a sudden, "oh shoot, what is that?" but not derail the game. Seeing now how rough the hands were for people, I absolutely agree with you that I should have made them just deactivate once you got them off of you once. Oh well, cant do anything about it now since I cant edit during the jam time, just kinda sad that my oversight with the hands has probably discouraged people from actually finishing the game (I even added a checkpoint because I thought the last part would be the hard one lol). Thanks for your feedback and suggestions though, I really appreciate it ^.^
Thanks ^.^ And yeah, I tried to set up a ground detection system but very quickly scrapped it to focus on other things. I hoped the charge-up system would basically render it unnecessary, but I also realised that spamming jump was also a way to get around another broken part of the game (that some of the moving platforms just...turn off randomly) so I figured it did have a perk, even if most people didnt realize it was a thing. Glad you were able to have some fun with it!
So I realize that a lot of people are struggling at the beginning with the hands, so if that is the case and you need a little help, when you are at the points where you need to crawl, you can stand up and walk normally once you are actually under the block. This was unintentional, but it does make it so you should have an easier time outrunning the first hand so you wont get chain grabbed.
Aww, Im sorry to hear that. Admittedly those platforms gave me an absurdly hard time to get working, and even then every now and again they break for no good reason. I even googled it and responses were basically just "yeah, after a certain update, that particular movement function I used is just not super reliable for some reason" and I didn't have the time or energy to change it. Im also sorry about the hands being so annoying. I honestly tried to space and position them so the first one would never reach you and would just kinda show it existed, and the second one was only ever supposed to be able to grab you once right before you go down the pit and out of its aggro range, so Im sorry it didnt work out that way and made the experience more annoying. As for other animations, I did have an animation for winding up the jump that for some reason based on the animation framework I had set up never ended up playing properly.
Thanks for the feedback. Im super bummed that so many people seem to have found the hands so difficult, because they were meant to just be a short little hurdle to be gone and dealt with after like the first 45 seconds of gameplay. I would like to return to this once I am a better artist, just means I actually have to do that lol.
This is really cool in concept, unfortunate that you weren't able to make it to the extent that you wanted, because I would love to play though multiple endings as well as just see the bugs ironed out. I figure you know, but just in case, being caught by the countess causes her sprite to be drawn over yours, and you just end up in a black screen rather than in the dungeon. Still, I like the idea and would like to see you flesh this out in the future!
I like the concept behind this a lot, my only complaints would be that the springs can be a bit funky to use consistently because of the two stage bounce height, and the density of enemies at the end of the game plus narrow corridor and aforementioned bouncy pads all together made it rather frustrating to get through as if felt like I wasn't really in control of the character, with one bad bounce an instant game over even from "full health" since there is no way to move enemies off of you. That last little bit aside, normal movement felt good, ambiance was good, well done :)
I can see the hands being annoying. Unfortunately I added their positioning rather late into the building process, so by that point I was very used to the movement, which meant to me they felt easy to out run, so I actually added the second one because the first one never got to me and I wanted to force at least one encounter with the hands, but I see that I lost sight of the fact that them being right at the start of the game when people would be just figuring out how to manage the jump would make them a problem, so I apologize for that. I hope the rest of the game was less frustrating.

