Thank you so much!! I'm really glad it felt like that, i've been trying to work towards making more rounded experiences that feel more like, "A real game" if that makes sense. Really glad you enjoyed it
LeslieLlama
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This was interesting! does the game have an ending? with the narrative structure of the messages I assumed after I collected enough stars that the section up the top would open but that never seemed to happen. At it's craziest I had the rules for uncapped speed, bouncy physics, can't stand up, double jump, 12 star rule changes and walls are lava which was definitely tough to control. Quite liked the art detail in sections, the big central statue is quite fun. Nice work getting this one done in time!
Saved Carrotopia! I really enjoyed the intro cinematic, felt like that added a ton to the overall experience. Moving 2 characters at once was tricky, but a lot easier on controller. The variety in attack patterns was nice, though I wasn't quite sure how the red rabbit is meant to fight effectively, since they do more damage at long range but the attack size is so small. Nice work with this one ^^
6241! I like the style meter and gun upgrades, I would have loved a bit more variety with the cards! They're all? about upgrading your gun, some that increase enemy difficulty for a flat upgrade or spawn a bunch of obstacles would have felt a lot more random. The movement and projectile attacks feel quite nice as well, nice work with this entry!
17985! Real cool twist on breakout, I especially liked the blocks that corrupt other ones to further their effects, gives you good motivation to aim and hit particular spot which is always welcome. I felt like it was a bit tricky to control at times, the ball moves quite quickly and you can't really slow it down. Really cool entry overall!
This was a really neat entry! It was pretty unexpected for the game to be about managing the ego-system instead of staying alive as a particular creature, the different game over conditions are cool! I did find that some of the wild rules are real harsh, only predators and everything sleeps feel really easy for everything to get wiped out. Think my highest score was 820? Liked this one a lot.
I was fascinated by this game!! I really liked trying to figure out how the hell to afford any of the anti-virus software (I think the bear generates fat stacks, my failed runs I was relying on emails). Its definitely a series of unpredictable rule-sets, I was kinda hoping that detectR would give me some clues as to what all the viruses did! Since it's pretty tough to figure out just from their behavior/appearance. All the programs/icons are really cute and the aesthetic is just plain cool, one thing I did find was I could only zoom in on the center of the screen which i'm not sure was intentional? Really unique entry, I enjoyed it a lot.
I really liked how wacky the different rules in the levels got, there's a ton of variety! favorite was the scary maze room where you have to remotely control the dot. I feel like some of the puzzles could have been a bit harder but that's def not a huge issue for a jam entry. Great work to the whole team on this one!
Really unique entry! Don't think I've ever played a jam entry where I have to come back the next day to check what's changed. Randomized modifiers each day is definitely an unpredictable ruleset, and I like how missing jumps and hitting the wall isnt really an issue with the multiple wall jumps, it just kills your momentum. The online leader board is a fun addition, nice work with this one!
I managed to get up to the GJ7 segment! I think I had the most fun with this when it was the basic ADSpace area since it's feels the most comfortable to use with the mouse. I don't think it's necessarily a bad idea to swap around the controls in different areas, it's fun to scramble and adapt to a different control scheme, but the foddian structure is quite a tough combo, I would have loved some checkpoints or segments being broken up into defined levels since it's quite fustrating as is. Quite liked being able to swing around 360 degrees, felt quite clever using that to bypass a small part of the JLB area!
This was really cool! Loved the gameplay and the design of the bobbermen is really fun. I did feel like I got unlucky a few times with the geometry and fish combos making it quite hard to avoid damage, but those were relatively rare. Cool interpretation of the theme by shifting up the characters moveset, one of my favorites of the jam so far!
This was an interesting one! the mist shifting so rapidly was a bit frustrating, especially in the final level, I didn't really feel like I could adapt to the weather patterns and find alternative routes, more just waiting for an ideal mist pattern. I did like that it seemed to alter a different property of the player in each level, the presentation is quite nice and it's definitely a novel concept! Nice work with this one
Had a few odd technical issues but I loved the island vibes!
-Mouselook can leave window when not in fullscreen, and is constantly veering downwards if not in fullscreen.
-In fullscreen mode the God's UI is cut off on widescreen! I didn't actually realize he talks to you the whole game until I tried again on a smaller monitor.
As for the actual game, I quite like it! it felt a bit like walking around in an analouge horror game, though I feel like the facade could have come down a bit further into it. The idols live reaction is a neat element, though I thought it was odd the good ending is so much easier to get than obeying the Idols conditions of fetching all the objects within the time limit, I'm not actually sure it's possible (that might be the point lmao) Art direction is really on point and the music contributed a lot to the feel, really cool entry overall!
Really cool entry!! I loved writing down the spell inputs as I discovered them, found the Mega Death Explosion Beam very helpful. Physics and movement can feel a bit janky at times, weirdly enough I think adding the ability to aim the staff would help, just to clear objects out of the way for smoother walking. I especially liked when spells are meant to be used in rapid succession, makes for some very fun somewhat interpretive puzzles. Also the lil guy is adorable! Great work with this one.
Really interesting concept! I could definitely see the steel ball run influence, but a FPS where you need to rely on your horse to move around feels like a great concept. I did find the gunplay to be a bit strange, the bullets seem to stray heavily from the crosshair depending on the angle shot while moving, and the enemy couldn't seem to hit me regardless of how I moved. Big dubs for making this in Python!
Really excellent presentation, it feels very high quality in both the UI and world. I did find I was wanting for a bit more gameplay, walking around and talking to the various residents is neat and suitably wacky but I would have loved a bit of fetch questing or puzzle solving to round out the experience. The voice acting was definitely a surprise, nice work on this entry.
This was neat! Ran into a bit of a critical error that caused a hard crash, but I liked the movement and variety in weapons. The wall clipping is something that I'm not sure is a bug, if it is I'd honestly consider adding it as an official mechanic since it feels pretty cool to be able to out-maneuver enemies by slipping though the environment.
I got to 85! Feels great to jump and I love the art style you've gone with, the rabbit sprite in particular is adorable. I was thinking about how handy a jump power indicator would be, but after 10 or so runs I got a decent feel for the timing so it's not super necessary. Great work with this entry!
I thought this was a really neat entry! The enemies all having their own defined movement behavior kind of reminded me a bit of different chess pieces and some gauntlets feel quite strategic. The map is HUGE and honestly feels quite daunting when you've got a single life, and I found a lot of the screens super difficult. Very cool entry overall!
I really like the concept of a crowd based stealth game! having to manage oodles of rabbits behind sightlines is great, I kind of wish it was a little more consistent or even just the rabbits moved faster so it didn't feel as impossible to get those 3 heart ratings on certain levels. Good use of the theme and limitation!
Really neat entry, I enjoyed the kind of "speed sokoban" vibe where you're having to make box pushing decisions as fast as possible, makes it feel both exciting and smart. I DO feel like the cutscene to gameplay ratio is a bit off, theres a lot of waiting and viewing the same footage. Cohesive artstyle, nice work with this entry!
Very cool stealth/survival entry! Definitely delivered on the theme and limitation. I liked how strategic you can be by leaving food until you need it the most, rewards you for having map awareness and memory. Also felt somewhat realistic to how rabbits spend their nights. Great job to the whole team!
This was really neat! my only issue was the control layout, having jump on space/x feels a lot more natural to me than up/w, I ended up using my left hand for horizontal movement and my right hand on the up key for jumping. Other than that I thought it was a really neat little challenge platformer, dash upgrade feels cool and the checkpoint placement is great. Nice work with this one ^^
Made it to Wave 20! I could have definitely gone further but I kind of felt like I'd solved it and was having no trouble clearing the waves. I like the tank movement and the upgrades are good, is there an end screen or is it more of a high score based wave system? Nice job getting this one over the line in time.