How is this so amazingly good?
LaserPanzerWal
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I like the idea of turning the theme into a tower defense game. Right now it has some improvements to do though. It is hard to figure out where and how to build things. Enemies spawn rather quickly, so you usually end up losing a lot before you know what to do. I didn't manage to get past the second level either, the enemies just went through the obstacles and I couldn't inflict enough damage. I probably needed to use some other obstacle, but in the end I gave up.
The game would benefit much from some sort of in-game tutorial level.
It was close to the end, the ascend with multiple ladybugs which is followed by the save point attached to the wall. The ladybug respawning was always on top of the ascend, though iirc they move up and down, so that probably doesnt clarify it.
The mirror that was broken after loading even though I didnt touch it was before that, somewhere on the right end of the level, after the horseshoe climb, pretty much next to a save point.
I'm not sure this will necessarily keep someone from just taking a screenshot and reposting it, they could even just cut off a bit so its not identical. Let's just hope people in this jam play it fair...

You got this wrong. The theme was "unlucky", not "evil". This sure was a tough ride.
The game is well done, definitely more a rage game than a platformer. I especially hated you for the horseshoe climb.
Not sure why I'm supposed to leave half of the screen out, not much of a spoiler there, but here you go.
The artwork is great, the audio too. The music can be a bit repetitive after dying a lot, but in those moments that's the least of my problems :D
There are minor bugs, once after loading a mirror i intentionally left undamaged for the moment was already broken, another time a ladybug kept respawning even though I got it before, but that's minor issues and not game breaking as they were close by.
Edit: screenshot didn't show up properly. I sure hope you pull through with that hall of fame :P
Its possible to avoid dying by moving right the moment you spawn. At least that works for me. Since the cat spawns a bit in the air, you can avoid the spikes before you land on them.
Also, make sure to backtrack now while you still can, there are two horseshoes right before that save point that you seem to have missed, judging from the numbers on your screenshot.
I hate those horseshoes...
Once I understood what I actually had to do with the clock the game was really great. The artwork is amazing and the audio fits it really well. Also different from many other games gameplay wise, I just wish it was longer.
It seems you used godot for this if I'm not mistaken, the game pops up in a seperate screen. That is usually because you enable SharedArrayBuffer support, which is not necessary anymore in current Godot versions. Just in case you didnt know :)
Glad you like it! The ball shouldnt be random, since its not physics based, except for the "erratic" curse is currently active, though when you hit a brick corner the deflection angle can be unexpected. The paddle can change the angle as well depending on how far away from the center you bounce the ball so youre able to get the ball where you want it to, so that may also be what youre talking about.
I agree on the description, the shortened names in the curse list are not always clear. I'll actually add a short description on the game page :)
The artwork looks great, and the chiptune slaps. For some reason I couldnt jump, the A key didnt do anything for me and my only option was sliding. Since you die rather fast and the cutscene is unskippable I gave up without ever finding out how to get the player to jump after about 10 retries. For that reason I didnt save a rating (would be unfair to rate a game I couldnt really play) but I wanted to leave some feedback :)
This is a unique but cool idea. I really enjoyed playing it, always moving between full health and almost dead until the blood tax finally got me. I like the artwork and palette.
Music is dearly missed. For a longer play time I'd prefer a bit variation later in the game, but I understand that this could have been too much for the jam duration.
The game is great and really caught the gameboy asthetics. The artwork is on point.
Music is really missing alot here and would have added alot to the overal experience.
It is very obvious though that the render resolution is higher than the pixel resolution as everything is way smoother than it should be.
The music is awesome. I like the game, though it can be overwhelming at first, especially as there is a LOT to read until you can really start. Some mechanics are confusing at first, though that's a matter of playing more to fully understand everything.
I dislike the font, it makes things a bit harder to read, and there's quite some reading to do.
I encountered a game breaking bug rather fast. After what I only realized a bit later was me falling down with a broken ladder, I went the wrong way first and the ended up reloading the room again and again when I moved over a certain spot, forcing me to reload the page.
I don't think the color palette was a good choice, especially for the outside climbing part where the background has the same color as the character outlines.
I think there's potential, but the major bugs and colors should be addressed. I think it would make the game way more appealing with little work.
Thanks for your feedback. The ball isn't physics based, so it should bounce properly all the time, however, when you hit the corner of a brick, it may result in an angle that seems odd (though it isn't). There also is an "erratic" modifier which does pretty much what you described: bouncing in weird angles. So maybe that was active?
Very nice game. Sometimes I felt the score was off, but that may just have been me. I managed to get to 977 points when I was just continuing to deal cards while the bust screen appeared, so there may very well be a bug.
I noticed that the game still accepts mouse input and for the perk selection screen it was the only way to continue. While I can accept that as an oversight that luckily fixes an otherwise game breaking but, I'm not sure everybody sees it that way.
I definitely had fun playing this :)
Nice game, I like the Megaman-style intro moving up a tower. I played the web version because that's what works best in jams, but it seems when you die the game bugs and you have to reload the page.
I find it kind of hard to avoid some of the attacks, especially the flying skull, but that may just be me.
Uh curious. I playtested this a lot because I was worried this might happen, but it never did for me, even though I did manage to build test maps that got me stuck in a wall when i chained many of those boosters. Got an idea how to prevent this though, so I might just fix that in a post jam, just to make sure. Thanks for playing!
Well, not much gameplay to it, but the art is nice, movement feels smooth and its definitely a chill game.
Yes, the update is frowned upon if its not just about fixing a critical bug, and tbh there isnt that much that can be bugged in a critical way. I'm not sure if you created this for lowrezjam or minijam as you seem to have submitted it to both.
Nevertheless, enjoyable for a short time :) The day/night transition is an unexpected event and gives the torch some reason for existence. I would have preferred animated fire, looks weird when its static.
As you mentioned in the description, reminds me a lot of agar.io (before it was unplayable)
When you get really big, even in super fast forward movement is annoyingly slow, and you will also become virtually unbeatable, despite the decay. Fun game for a short while, once you dominate the map it wears off but you can always start again :)









