A few people did have the same experience that you mentioned, so you're definitely not alone haha. I made it so you could use a brush that's a bit smaller than what the outline size was, so if you used a brush to match, you would fill up the meter faster. I just wanted to give some leniency to the player as using the same size brush as the outline makes it really easy to draw outside the lines. Thanks for playing!
lolkira24
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Really nice UI and music! I feel like this game progressing really well with introducing the mechanics and enemies. The character also felt fun to control and had coyote time and buffer jump.
For criticisms:
- It felt really bad when letting go of jump before reaching the max jump height. Variable jump height is nice in games, but some tweaks need to be made so you don't just fall instantly the moment you let go of jump without reaching max height
- The timer didn't reset when restarting a level. It would feel a lot better if it did, so if people want to try for good times, they can just press 'r' instead of going to menu and using level select
Other than that, I enjoyed the game. The only issue with the movement was the variable jump height, but the rest of it is smooth. Great job with the submission!
Really love the concept of this game! You did a great job with the speed buildup and obstacles of the game. The tooltips inside of the game are also a great addition.
For feedback:
- Music and SFX will make the experience much nicer
- In level 5, I fell down at the start and didn't respawn
- Sometimes you're unable to see where you need to go. Blind leaps are not really ideal to have, so having the camera show more or zoom out when your speed is high could help with that
Overall, I think the main thing that's needed in this game is polish. Music and SFX, along with particles, would make the gameplay much more satisfying. That being said, you got a great concept to work with, and it's amazing that you could accomplish this solo in your first game jam. Great job with your submission!
Super relaxing game! I love the calm music, and the level select screen looks really nice as well. My feedback would just be to let the player click a button to close the control guide at the start of the game, instead of having it close after a certain amount of time. And also when pressing down two direction buttons at the same time, show the wind coming from both sides, instead of just the side that was pressed initially. Overall, these are just some minor things which I think would slightly better player experience. Nice job with your submission!
Wow, thank you so much for the detailed comment! I really agree with all the points you mentioned.
The 70% thing is more just to make the game playable, rather than make it easy. The main purpose of it was so that you could use a brush that's slightly smaller than the actual outlines and still fill up the pencil meter, cause otherwise it would make it really difficult to not draw outside of the outlines.
I could not dedicate any time on the UI at all 😭 All of it had to be rushed in order to get the game mechanics and other important things done on time. That is why all the buttons are really basic, and none of it looks that cleaned up. I would have definitely dedicated more time to it if was a longer jam.
Maybe relaxing was a bit of a stretch LOL. I considered the game to be a bit more on the chill side, but I guess some drawings might have been a bit much haha. I 100% agree with your statement on the house level. It was the first level I designed, and I used it to test out the mechanics. It got a small buff, but it's still on the easier end of the levels. The squares and the building got nerfs due to the original drawings being a bit too precise.
Really glad you feel that way about the difficulty! I know I made some flaws, but I'm glad that it seems to scale well. I mainly wish I explained the reasoning on why the player was drawing lines and shapes before other things, but I hope some of that at least got portrayed with the level designs. The original method I had for the dialogue would have been messed with if I had a restart button, and I only just now realized that what I had now wouldn't be effected. I have changed the game in the editor so that 'r' resets the canvas, which I will just roll out once rating ends.
The speed gets increased when zooming in for some reason. That's a bug that I knew existed, but couldn't figure out how to fix. I will definitely try to look into it some more once I get the time.
Thank you again for playing and for the detailed feedback! I really appreciate it.
You have a nice variety of minigames, and Gibson was a funny character. It sucks that bugs took out some of the content. I personally am not a huge fan of grinding games, but I can respect the work you put into the game to make it not as stale. Other than that, you had a cool take on the theme. Good job with the submission!
You got a cool little concept! I was a fan of the items, and the variation of the levels. Apart from making some adjustments to the items to feel a bit more natural (being able to use movement keys on the rope without immediately falling), the only other thing I would have liked is for the character to be a faster and less slippery. Currently, it feels a bit odd to only move 1 frame and have your character slide farther than that. I really think you could accomplish a lot more with what you have currently! Good job with your submission!
You got a really good game foundation! Nice variety of weapons with different abilities, and also a decent size pool of enemies. The art and sound effects are also pretty nice.
Some feedback:
- A weapon switching animation would be really nice to have. Currently, the character looks the same regardless of which weapon he's using, and having different weapon sprites would let the player know instantly what weapon they have at any given time. Using number keys to select which weapon to equip would also be nice.
- It feels a bit weird having to use the mouse to select an upgrade, due to the game not requiring a mouse for the actual gameplay. There is a grab_focus() command for buttons in Godot which you should try to look into. This should allow the player to be able to use arrow keys to switch between the upgrades, rather than needing the mouse.
- The main thing that the game could use is advanced UI. You got everything you need, such as health bars, hit markers, buttons, text, etc. Using custom designs for them instead of Godot's base designs would really help blending your UI to the world better.
That being said, what you made is really impressive given the time period! With a couple tweaks here and there, your game really has the potential to look very professional. Congratulations on your first game jam!
Ayyy, nice to see another game from you! Your artstyle really is amazing! I think the main thing that the game could benefit from is making the objective a bit more clear to the player. The only other thing is that I encountered a bug where your projectiles would get cut off very soon after firing, instead of when they collided with a cloud or an enemy. I feel like that one in particular really hurts the experience. Other than that, the music and sfx are really well put together! Good job with your submission!
Short game with a really nice message! The art is really nice and the cutscene at the end is adorable.
Some criticisms:
- having music would have been really nice. It can get a bit repetitive to only hear the sound of coins
- The golems didn't feel consistent. Sometimes, they would just stare at you without shooting, and then just randomly shoot after a while. It felt a little hard to predict them
- More checkpoints throughout each level would be nice, but I don't think this would be as big of an issue if the golems were more predictable
- Button to instantly melt would also help with the pacing of the game
All in all, you did a wonderful job, especially for your first game jam!
Congratulations on your first game jam! I heard discussions from a lot of people about wanting to try something like this, but your game really stands out. The music is good and the SFX are great! The art is also very appealing. My favorite part was shooting the targets with the gun, and dragging the hammer out of the options menu. Unfortunately, I didn't know how to continue once I got to the point where the start button was moving away from my cursor. However, despite that, this was a fun experience and very well executed!
I really liked all the mechanics you added to the game! The sword, the vines, and the double jump that you unlock later on. It really adds a lot to the game to stop it from being stale.
For criticisms:
- The dialogue text is really blurry. You should try messing with some different fonts and sizes to make the text more visually appealing to the player
- I was using arrow keys and shift for movement, and having to use 'g' and 'h' felt really bad. Rebindable controls would have really made this experience much more enjoyable
- The character movement speed is really slow and floaty. I think movement similar to the og super mario bros is what this game is going for with the acceleration and floaty jump. The main difference is that in super mario bros, the variable jump height feels more impactful, and even when not fully accelerated, mario doesn't feel like he is too slow to control, which I feel is the case for this game
- I also encountered a bug from the first time I hit a timer block, where each time I threw a knife, there would be a white circle where the knife landed. It stayed like that all the way to the fire at the end.
Overall, the main thing I would consider would be some movement tweaks and making the game more accessible to players. I think you did a great job with the mechanics and level design! Congrats on the submission!
Very unique game! The art is, uhhh, good for what it's supposed to be 😂
The only thing I can say is that I feel like the movement could be polished a bit more. It sometimes felt unresponsive and inconsistent, and not in the way you'd expect from games like 'getting over it'. That being said, I really liked the concept. Good job with the submission!
The grappling mechanic is extremely well polished! Feels consistent and easy to use. I also like the music and sfx. For criticisms:
- I don't really see the relation to the theme
- It takes quite some time to load into the game after clicking 'play'
- Controls and objective should be told to the player before starting, so they know what to do before immediately getting shot at when starting
Overall, the game was very fun to control, it just needs some optimization and quality of life features. Having multiple levels would also be nice, where the goal would be to collect a certain amount of gems or something like that. Good job with your submission!
THIS IS INCREDIBLE FOR A FIRST GAME! So good that it makes me feel like I'm not devving hard enough myself 😭
I really love everything about this. The game is fun, and the character controller is unique, which really enhances the experience. The art is minimalistic and nice to look at, and I like the message of the story. Overall, just a great game! Congrats on the submission!
Lmao that ending was hilarious. I think what stands out most to me from this game is the art. You can really tell how much work was put into the assets. My favorite one was definitely the crying sprinting robot! The level design was also nice, and each level felt unique. Level transitions were also nice.
As for criticism, there seems to be an issue in the game where if you are against a wall and press 'w', you will immediately wall jump, and if you're in a narrow space, holding 'w' will have you repeatedly wall jump. It works the way you'd expect it to with 'space', however. And for the dialogue, there were a few instances where the text swapped to the next sentence while the current sentence was still being typed. A good quality of life feature you can have is that while text is still typing, pressing 'enter' would have it show the full text, rather than skipping to the next sentence immediately.
Other than that, great job with your game! It was a fun time.
Congratulations on submitting your first jam game! The art is very cute, and I love the way you interpreted the theme! I will give some of my constructive criticism:
- When I did tried a second without reloading the page, I was able to see the debug console with a few error messages, and it wouldn't let me pick up the notebook (I had to reload the page for everything to go back to normal)
- Interacting with the cat makes your focus bar go up, but the bar isn't capped. So if you were to spam interact with the cat, you would end up with more focus than you would ever need.
- The shower appears like there isn't an entrance to it (though it could just be me). It wasn't really an issue, but I think it could be made to make it more aware for the player that they can walk inside of it to interact.
That's all for my criticism. Apart from that, this game was a relatable and enjoyable short experience! Once again, great job with your first game jam!
This is an incredible game for a solo jam, especially your first! The music, art and gameplay were all amazing. I would recommend this to anyone that likes jump king. The only things I would really nitpick would be to make it a bit more clear what tiles you can climb on vs what tiles you can't. I feel like it wasn't that clear for the castle area. The only other thing would be some more options in settings such as sliders for SFX as well, and control rebinding. Apart from that, I really enjoyed this game. Great job with your submission!
Really love the gameplay and art! However, the connection with the theme is quite poor. The main things I think would benefit the game would be to have the enemies look more unique compared to each other. I feel like it was easy to forget which enemy was which, and not know how much health they would have. I also think having a hit animation along with invincibility frames is needed to make this a better experience.
I'm not big on the menu music, but the in game music is really awesome! The sound effects feel really good as well. The main things I would like to see would be to have some enemies drop more gold, or lowered costs of earlier upgrades, in order to have the game start off in a more enjoyable pace. Currently, the first few times you are able to upgrade, you don't have enough gold for any of the upgrades. I would also like if the mouse cursor was hidden while playing, so I only see the game cursor. Overall, this was an amazing game and I would love to see more getting added to it!
Spent over 3 hours, but managed to finish the game! By far the most polished game in the jam! I found the gameplay fun, even though I don't normally play grindy games. The music and sound effects were amazing, and the way the music transitions was done really well. I also love the art and the way the itch page looks! Each ability upgrade also felt impactful and there was a clear reason on why you should buy upgrades.
There is not much for me to complain about. The biggest issue is not having a confirmation button when you click on 'start' instead of 'continue'. This is detrimental for a game like this, because players can easily misclick and lose hours of progress without warning. Another quality of life feature I would like to see is to have the names of the ores show when you're hovering over them. Other than that, I had no issues with anything in the game. Amazing job with the entry!
Played through the game again in hopes of reaching the ending, and I managed to reach it! More criticism that I can give is that there is a bug where the amount of charges you have is not equal to the amount shown on screen. This is really detrimental since for some of the levels, I had to keep track of my charges rather than being able to see the amount I have left on the screen. There's also a bit of an inconsistency with some levels giving you really low leniency in time and make you finish with 1 charge, whereas other levels finish with a lot of time to spare, with multiple charges. The only other main criticism is for the levels with moving platforms. It would be better to have them default at a starting position upon respawning, so you don't need to wait for a good cycle when you respawn. Other than that, having a button such as 'r' to instantly respawn would also be nice. Sometimes, when you waste a charge or lose time and you know you're not gonna be able to beat the level, having an instant respawn would be great to have. I had a lot of fun though! Once again, congratulations on making your first game! 
I really enjoyed this game! I think the art is nice, and the gameplay loop is fun as well. Though, there are some issues with it which can kinda kill the enjoyment. One major thing is that the music doesn't loop. The music however is nice, and you have good sound effects to accompany it. Another thing is that the mined ores can be a bit difficult to spot due to their small size. Also, while you are firing your digging laser, you are able to switch to your attacking laser, but you can't switch from your attacking laser to your digging laser while it's firing. I think it's an oversight, but it hurts the game a bit.
The only thing outside of that is that you should make it clear on what the game is about inside of the game. Your current itch page has a lot of instructions, and it's hard to grasp everything. Having an in game tutorial that eases you through all the mechanics would make it much nicer for the player. Overall, this was a fun game and I can see a lot of ways to expand on it! Great job with your entry!
I like how each level feels unique with the spikes, cannons, and watchers! My biggest complaint is the disconnect mechanic. It can get tedious having it so often, with no warning of when it's about to happen. I think it can make the game feel unresponsive, rather than feeling like a mechanic. Other than that, the main thing the game needs is SFX. Nice job with your entry!
I really like the fundamental gameplay along with the art! I think you did a good job with the different weapon abilities, but they need some tweaking to be more equal to each other. I won the game with 8 towers activated. My main strategy was to not have more than 2 enemies on me at once. While it would be expected to use the wide shot in situations like that, hitting them together 10 times with it is not ideal when I could just use 4 shots on each of them with the E ability, which also explodes and has a chance of hitting the 2nd enemy. I also noticed that the towers varied from 6-9 upon restarting, while the spawn (and assuming the rest of the map) stayed the same. I personally don't see a reason to change the amount of towers unless the map is different as well, to better balance them.
I like the music and SFX, but I think the hit sound can be more satisfying. It currently feels a bit dull, and hitting the enemies doesn't really provide feedback on how much damage they're taking. Having them limp or making it clear that they're hurt after taking some damage would benefit the player experience a lot. My only other real issue is not being able to see the enemies instantly. It sometimes took me a while to notice when the enemies were on screen, and sometimes I've only noticed them when I was shot at. I think having a colored outline for them would solve that issue. Valorant does that and it helps a lot to make it clear when you're looking at an enemy. I really did enjoy the gameplay, and would love to see it get more polished! The gameplay is all there, it mainly just needs some fine tuning. Great job with the submission!
Really nice ambience and art! This game was a soothing experience. Main issues were with the dialogue. When pressing 'e' to skip dialogue, it should finish to the end of the dialogue first, and then pressing 'e' again could have it change to the next set of text. There was also one textbox that cut off the word "hesitated". Apart from that, all I would really want to see would be some movement animations. Though, I still like the sprites in the game. Nice job with your entry!
It was enjoyable to play a fast paced platformer! I even liked the different set of tiles and sprites you made for them. I think some quality of life features such as coyote time and jump buffer would help improve the experience. Some notable issues were the controls in game being written incorrectly, and the dialogue being easy to miss by running past it. My only other real issue is the wall jump. It can feel very irresponsive and hard to do right with the current set of controls. Overall, I enjoy the direction you went with the gameplay! Nice job with your entry!
I really like the look of the sailor and the boat/plane! The main downside for me was the map not having more on it. I think having some landmarks and other locations could make the game feel like a more fulfilling experience. Having music playing while sailing the boat instead of only playing when you're taking off would be nice, along with audio sliders. The current base volume is pretty low, and I couldn't really tell there was sound until I raised my computer volume. Overall, I like the concept and could see a lot more being done with this! Good job with your submission!
I'm so glad you enjoyed the experience! It was my first time trying something like this, and since it was for a 2 week game jam, it was hard to find a good balance between story and gameplay. My goal was to focus on the darker themes of addiction, and show how it can grow if nothing is done to treat it. I will maybe try to add more eventually, to better explain the character and the story. Thanks for playing and leaving a comment!
Short game, but super fun! It's a simple concept, but you managed to make it fun while following the theme. The levels were enjoyable along with the gimmicks of the rope breaking and the switch to open the door in that one level. I think one thing you could do is make it more clear when the rope is about to break. It's a bit unclear when exactly the rope is going to break at the moment. Other than that, it would be good to have some proper art, nicer looking UI, and music/SFX. Even free audio could go a long way. That being said, the gameplay was still really fun, and I would like it get expanded on someday! Great job with your game!
I really like the style of the terminal! The typing is satisfying too along with the sound effects. I think more quality of life would benefit the game a lot. It takes a really long time for all the text to finish typing, and while stuff is typing out, you are unable to scroll. This really hurts the pacing of the game in my opinion, as it slows you down. It would also be nice to be able to scroll with your mouse cursor, rather than only being able to scroll one line at a time using the arrow keys. Other than that, it was a fun and unique game! Well done with the entry!


