Thanks for feedback! Yeah, that's completely on me - I wanted to add terminal utility eventually (all what you've mentioned, also selecting text, resizing windows, focusing on windows), but it proved to be too difficult for me to do it, so I had to abandon those. If I'll ever revisit this game's idea, I'll definitely try to figure out how to do all of these! (side note, Unity's Input fields are genuinely awful, just as its entire UI system)
KittenPowerLord
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I've played your game, it's quite cool, especially for the first ever gamejam! Please check out and rate mine, I need just a few more votes! https://itch.io/jam/brackeys-11/rate/2535909
Rated and reviewed your game, please rate mine aswell! https://itch.io/jam/brackeys-11/rate/2535909
Unfortunately I didn't finish the game cuz I'm really sleepy right now, but I really liked it, even though it was slightly lagging on my laptop. The puzzles are great and quite original, there wasn't much confusion, assets are selected fittingly, and most of all - the voice acting is immaculate! I could feel the raw emotions behind your voice!
But jokes aside, a very solid game, like it a lot, might try to complete it sometime later!
Rated and commented on your game (tl;dr - it's amazing!), please rate mine aswell https://itch.io/jam/brackeys-11/rate/2535909
Absolutely brilliant game, practically flawless! Really enjoyed it with my brother and beat it on our second try! The only thing I might pick on is that on some challenges the difficulty is ridiculous at stages 5 and 6 - barely could hear 5 sounds at the same time, and 6 symbols was basically guessing (glad calling a friend is an option!). But that's only a small nitpick, don't get me wrong - I absolutely adore this game, music is amazing, artstyle is amazing, concept is awesome - Great job!
Starting with good - assets are great, characters are really interesting, sounds also fit quite well, boss theme is quite unique imo. Premise is also pretty good, if you had more time you could probably create something really great!
But unfortunately there's a lot of bad stuff. Controls are outright bad - the movement is slippery (using AddForce on A and D?), Pogo jumps are really inconsistent, the jump-boost sphere in the tutorial is very very random, dash feels bad (it activates on OnKeyUp from what I can tell).
I've also played the fixed version, but it treated the symptoms rather than the problem - you can actually beat the whole tutorial by holding D and long pressing spacebar, without even Pogo jumps or dashes.
Now for the other doors - the boss one I actually kinda liked, it is a great idea and really not a bad execution. I would recommend you to research what an iframe is, but otherwise good job! Though I've encountered a bug when boss' theme doesn't end when dying.
The blue parkour door is also not bad - if the controls were fixed I'd have no problems with it, again, good job.
The green parkour is really unsightreadable, dying is extremely easy and controls do not help it.
The wave defense game is also not bad - slightly repetitive, but by wave 3 you really have to try and it gets challenging in an interesting way, which I quite enjoyed. I didn't enjoy that after the "portals are destroyed" message even more enemies started coming and I couldn't fend them off.
Overall, I'd say this game has a lot of good moments and surely will be a great learning experience. I'd suggest you research how platformers work, stuff like coyote-time, iframes, etc, and have your friends/random people playtest the game - it ALWAYS helps! Good luck with your game-development journey!
https://itch.io/jam/brackeys-11/rate/2535909
Here's my game, I'm downloading yours right now!
Thank you dearly for your comment, it really warms my heart! I am really glad you had this much fun, and that you share my vision for the game - I indeed tried to go for making it relatively realistic, and I think it did pretty well in that aspect.
In retrospect, the game turned out kinda confusing, and the loonnnggg tutorial doesn't help this, so I'm planning to make a video walkthrough soon, but I am really really happy that you managed to do it all by yourself, great job!
Once again, thank you!
This game has some rough edges, but overall I enjoyed it. The concept is interesting, puzzles are diverse, though sometimes a bit confusing - pretty solid. Visuals/models are great, and sounds mostly fit as well (though the drowning death sound is really goofy)
While playing I encountered a bug where I couldn't reload and shoot even after respawning, and had to reset, but otherwise everything worked as intended!
Good job!
This is easily my favorite concept I've seen on this gamejam. Really liked the whole idea, execution is also done quite well, though obviously a bit rough. I would love to play a more finished and polished version of this game!
As some feedback - notebook needs to be more easy to use, I've been struggling to find correct letters. In exchange, you could add mechanics that make you lose letters, or make some letters change numbers if you went into some room. Definitely more healing items required, I've been searching for sushi like crazy. Also obviously more rooms would be great, but you can only do so much in 7 days.
Really great game! Good job!
This game has some cool things going on, but they clash kinda awkwardly. Let me explain - the movement is extremely fast, fluid, you're constantly accelerating, something like Quake, which is really cool. But the levels on the other hand require really precise movement. And this makes for a weird combination where you are really fast and it is satisfying to constantly jump boost yourself, but you get instantly killed if you try to do that.
I've still beaten the whole game and had some fun, but it'd be WAY better if you focused less on platform-to-platform jumping and more flow gameplay.
Good luck with the games that you've planned!
Thanks a lot for a lengthy comment! Yeah I completely agree with your complaints, after seeing my friends trying to beat the game I definitely saw my tutorial's shortcomings (and it was even worse during development lol). Also I actually planned on writing music for the game, even had an idea for an in-game mp3 player, but unfortunately had a time loss cuz of uni and irl stuff.
Once again, thank you, glad you had a good time with my game!
I feel like I'm missing something
Graphics are amazing, especially the characters, love your style! But I don't understand the gameplay, possibly because I'm missing something. How do you go inside a door? I walk towards it, press Peek, hold LMB, and then either wait till enemy engages in a fight, or just... wait? Maybe there's some control to enter the door that I don't know about? Tell me if that's the case, I am really curious
Also the Medusa character 😳
Graphics are really well done, I like this pixelated style. Gameplay-wise it's kinda fun, but for the wrong reasons. I shot a statue to death, then another one appeared and started chasing me, but because it walks at the same speed, I just kept walking and it was breathing on my neck. I'll admit though, it did kinda scare me for the first time
Looks/atmosphere/sound design/everything art related is done outstandingly, one of the best I've seen so far. The gameplay itself is also quite unique and interesting, but after 30 minutes I still can't fully grasp it - got at most 6 posters. Though I feel it it was explained better/somehow introduced gradually, I would really like it (I even like it now, I just don't understand it lol). Great job!
It was a really well polished game! I wanted to slightly complain about no respawn points, but after seeing the ending I have no such complaint left. The movement is cool, effects are gorgeous, the idea is ridiculous - a door crawling to a fleeing enemy with a grappling hook is such a fun image. Great job!
A really great execution of an arcade game - got 700 points before quitting. The guns were all intuitive, expect the sniper rifle - I didn't understand that you need to hover over enemies to kill them. Otherwise I have pretty much zero complaints - it is repetitive, but it is an arcade game, so that's understandable. Though more diversity would really serve well
I like how the game feels - you clearly made effort so that hits feel impactful (perhaps even slightly too much - my screen was shaking violently!). The little square guys look appealing, items (and especially the shop UI for some reason) look really good, sounds are quite cool
But by the time you get to 3rd level, it gets *really* repetitive. I got to lvl 5 400 gold and it was kinda tedious - same enemies, same enemy placement. It got even more boring after I bought the staff and couldn't change it back, it was just left click spamming.
So, the premise is good, execution is really great, but definitely needs more variety. When playing I thought that some movement - dash ability perhaps - would really fit with this.
Also sword >>>> staff
Really original idea, also the guide in main menu was quite helpful! I really liked the creativity behind the levels, especially 2nd one - there are some good decisions in that level design.
But also the controls are kinda uncomfortable. You move really slow, jump weirdly, and it is quite easy to get stuck in a hitbox - actually got stuck twice right before finishing the game, haha. Still, quite enjoyed it, a more polished version of this could be really great!
Starting with good - art is really great, animations are cool (though sometimes buggy? idle animation looked like blocking), and also the music and sounds fit quite well. Different enemies looked interesting, especially the dark red knights.
About gameplay I'm mixed. It's really repetitive and one way'd - you hit enemy, jump behind it while they're stunned, repeat, repeat. Either that, or you get repeatedly stunlocked and die. Though it was cool to grasp how it works and kill multiple enemies without getting hit.
Also I suppose that "You win?" is the end? It doesn't seem to progress further
I love how this game looks, but it makes me sad that it's a bit clunky.
So first of all - artstyle is very inspired, 2d to 3d change is amazing, when I first got into 3d I gasped! Shooting is kinda weird, in 2d you can only rotate with keyboard, and in 3d your crosshair blends with the background - but I liked that Quake/Doom aesthetic it had! Overheating mechanic was a bit too overwhelming, and combined with how tanky and frequent enemies are, it was really difficult to manage.
going to play yours right now https://kittenpowerlord.itch.io/the-backdoor
Got to level 15 and a lot of hearts, but then got 7 (!) minus hearts in a row, haha
Great game, the idea is very neat, even if it is simple and minimal. Bosses are cool, though I didn't feel much of a difference between lvl 2 and lvl 3 boss. Also the randomized levels which also progress in terms of their design was a cool touch, which made the game less repetitive. Great stuff overall!