Ok, thanks!
Lava flow games
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Aesthetically, I feel like the game sticks really well to it's minimalist style. My gripe is with the tutorial, which doesn't tell you you can place things on the track. Also I would've liked to know how many pieces are left, but that seems like just a bug on the web version. I also like the choice to put it on a hidden grid a lot so the puzzle side of things stays consistent. I didn't get level names in the web build either, so I suspect it's a text problem, which is weird because some text worked. Cool Game!
I like the creativity of the idea of a plane, but I sort off wish the looping was incorporated moreso into the game, like maybe getting points for looping enemies. But I gotta ask, how did you make the thumbnail image? It just looks like AI art to me, and it's not a Kenny asset like you listed. I would really recommend changing it, even if to one of your screenshots, as AI art is against jam rules. I'm one of those people who don't like AI art, so as a solution if you really don't want to make art (or look for it) I even made you this thumbnail you can use!:

It didn't turn out that great, but in my book anything's better than AI. I hope you consider it! :)
Nice, but a bit hard. I'm guessing the reason the button for starting the game is q instead of space is so that you don't immediately shoot of, but I feel like with how often I died it could be faster to skip the death screen entirely. I also feel like maybe the death for completely missing could happen a little sooner. I quite liked the custom loading screen, and the also typing effect. Good job :)
Thanks! I didn't want the tutorial to drag on, but in hindsight that might have been an important point to point out. I'm surprised that you liked the music because I'm not great at making it, but thanks!
(To get score you collect gems, which drop when you crack 'geodes' (small planets), but occasionally spawn. Otherwise, gold planets can be pushed into wormholes for a lot of score)
Peak. But, the theme is a bit lacking. I felt psychic damage when I accidentally played 'basic math' last. Feels a bit slow to have to wait for each animation. But the cards are hilarious. Also don't like that even if you beat the score with the last card you lose. I feel like the ms-paint style is sortoff deceptive, because I can tell alot of specificity went into giving the project it's style. Good job making a fun game!
I really like how inventive the mechanic is! I feel like I haven't seen a lot of 2d platformers in this jam, probably because it's hard to interpret the theme in a way that's hasn't been done before for a platformer, and I love the creativity of the interpretation.
Also, I find it kindof interesting that this is the 3rd game I've seen in the jam with a single button control scheme -even though it has a mouse- the other 2 being planet hopper and loop loaded.
Also nice aesthetic, goes without saying. (I have not yet beat the game or gotten too far though)
I think the idea is super cool and creative! my advice would be to make it more immediately recognizable where the connections of a block are by switching the artstyle so the colors don't overlap. The game gives me mini-metro vibes so maybe something like that? if you do want to stick to the pixel art I would suggest making the borders a different shade, if you want you can use a site like coolors.co to get some good colors.
Despite the game being cut of, I got to play it because i realized i could drag out the html with developer tools and play it in another window.
Here's the link for anybody that wants to play it for now!: https://html-classic.itch.zone/html/14525561/index.html
However, you should still try fixing it. To do that you can go to the game, click 'edit game' on the top of your screen, scroll to the part that says 'Embed options' and mess with the settings till you get it right.
My Highscore is 44 for now :)
Nice game! I've had the idea of a rune-circle type game before, but not known how it could work, and I think it was pretty genius making it balatro-like. I like the art direction too, and it feels like you studied mythology to get the runes right. If I had a nitpick it would be that it wasn't immediatly clear 'tempering' reffered to the hammer. Maybe the loop could light up as energy went through it and activated the runes or something? I felt like there were more runes that relied on being tempered than runes that tempered, although the runes still have good synergy. I think this was a well executed cool idea for a game, good luck in the jam!
When I initially saw this game I thought it looked alot like mine, even using the same planet generator, but then realized their really different. Partially due to lag on my end, I only managed to get 3 ish gas canisters and a score of 2400. I think its a good idea for a game! (actually, sortoff reminds a talking tom minigame of all things, lol). I like the stylization applied to everything!
Love the vibes and the story, but tabbing out for too long crashes the game. I didn't manage to beat the cave in, so I was wondering how much game I was missing beyond that point. If it's helpful, here's a screenshot of the important looking part of the error.
I really like how the characters just converse through the game and even feel like they're reacting to some things, and I like how Sash (that was their name right?) mimics your movement. It all makes it feel quite alive. (Also one time I managed to triggered the elevator dialogue while I was in the elevator and Sash wasn't which was goofy). Anyway gg!
Edit: Forgot to mention the music rocks!

(ps: my other edit was literally just changing 'gg' to 'gg!')
My highscore is 80
Honestly, I think this is one of the better/best games I've played this jam. It's fast paced simple and fun.
As for advice, I think the 'coin' shouldn't spawn to close to the edge because you can get hit without reaction time, and sometimes it spawns under the ui too. You could 'kill 2 birds with one stone' if you just limit the 'coin' to spawning in a smaller area of the map. Additionally, on a first playthrough i didn't initially realize the colored blocks were just a background, so to give it contrast, you could cover it in a layer of grey, blur it, etc. If you were to take my first piece of advice, then you could reuse the background to mark the coin's spawn area. Besides that, only other thing that comes to mind is making it clear/impactful when you get hit (screenshake, flashing, or more likely just a sound (and if you did ad a sound for colliding with enemies then maybe add one for the coin too) )
I don't think the game fits the theme, but the music is 'groovy' and the game itself is really fun. good job! :-D
It's a unique, weird, and interesting concept, that for some reason makes me think of pinball.
I really like the stars and think they look great. However, I am concerned the stars and clouds might have been a bit overkill, because you could have used that time on the focal point of the game: the dirt (-or the crystals, you do have pillar physics though so that looked pretty nice). A quick tip would be that it seems you've stretched a dirt sprite to make it cover the whole area, which makes it look a bit off. Instead, you could try to tile it, (meaning the texture repeats itself, most game engines if not all have functionality to do something along these lines). My next tip is that I think it may have been logical to bind shooting to LMB because your already using mouse to aim, so the use of the keyboard wasn't essential. I also would have preferred if the crystals just pointed at your mouse, although it does look quite cool when they rotate by your mouse the way they do. Also, I think I've encountered a glitch where sometimes the crystals will make contact with a projectile and make the sound but won't make a new projectile. Speaking of which, I think the sounds sound quite good. I found that the true fun of the game for me was spinning the crystals around franticly making a swarm of projectiles, so maybe if you ever decide to continue this project consider making it more arcade-like or making the bullets faster and everything bigger.
Overall, I think the game was pretty original, unique and essentially everything I said at the start. But, I think it was competing with the game jam theme just a bit, trying to fight against the theme instead of using it.
For some reason I was kind of disappointed when I didn't have to backtrack to bring all the buttons back to the end.😅 There was one glitch where sometimes I would have to tell the player to step away from the doorway before he would enter it (Browser Version). I love how It used an invisible tutorial to make you make an actual tutorial for the player. It was lot's of fun great job!
I can't believe you were able to make such challenging levels for this in 48 hours! I loved all the different mechanics and the portals are definitely very creative. However, I got stuck on level nine because it was hard to make a big enough portal and also because I couldn't place blocks on the right half of the screen. Luckily, you countered this by letting people skip levels! Overall this game is amazing! I wonder how hard it was to get that last screenshot and gif.🤔
I think this is the coolest idea ever. However, when I tried to draw stuff my line strokes were disconnected dots. I also agree with the other commenters that you should get to keep your cards. Are you gonna try to make it a full game? If so, you could try adding online multiplayer. I would love to see a fun concept like this as a full game, good job!
I can understand that the water only levels didn't feel like they fit the theme because it is kind of like a jump you can only use in certain places. However, I feel like it was a useful mechanic because it was a simple way to add a lot to the game IMO. For example, since you can jump in the entire area it kind of gives a a "variable jump height" that acts like a quick double jump. It also let me easily make swimming and wall jumping. For the physics, I tried doing that thing where the character falls faster after the peak of his jump, but after adding in the trail I feel like I might've done the opposite. And for the moving platforms, I couldn't think of a good way to display where they can fly because they can go to the very edge of their boundaries, and in the end I didn't have time to make it look any different (besides from switching the color of the area). Also, I'm not great at coding moving platforms because they have to push the character if they go towards him so I settled for making the platforms teleport him up if he get's stuck in them. However, I am glad you ended up liking both the moving platforms and the physics. For the zombie art, I actually went to "Kenny's creature mixer" and then I separated his arms to be a separate object and gave the arm sprite an idle, jumping and falling frame. However, I doubt it's very noticeable because he's constantly moving. Lastly, for the music I went into WeVideo and looked for music until I found a good soundtrack, then I exported it as audio only and used it in game.
In conclusion, thank you a lot for your thoughtful analysis and feedback just like everyone else who commented. (-:

































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