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Piellow

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A member registered Sep 28, 2018 · View creator page →

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Short and sweet!

I can't think on much to comment on this one either, but it's pretty charming. Bossfight was also fun, altought a still felt it little wonky at times, it was hard to jump over it without getting hit, and I couldn't tell wheter it had contact damage or not, since I actually took damage while it wasn't flailing punchies once (Or I took right when he started doing so, in that case I'd advice to only let bosses attacks actually deal damage with a little bit of delay than from when they start the animations, and also stop dealing damage a little earlier than their animations end, since I think I also took damage by jumping over it and touching it's head after it had already stopped the bitting anim and was just retrieving the head)

Also love the ending x)

Anyway, here's a gameplay vid if you wanna see it (Altought it's technically a second playthrough sinceI had to get out of the computer for a minute on the middle of my first attempt)

Very simple, but charming.

Not much to comment tbh, I guess I'd just say that the tutorial saying "double jump" is kinda fake propaganda since you can actually jump infinitelly, and a simple double jump actually can't reach the next platform lol

Anyway here's a gameplay vid, mostly just because I'm used to recording those because otherwise there's nothing really amazing happening here, I'm sorry x,3

The music choice is weirdly comical tho, so I'll give you that

Pretty simple, but I guess it gets the job done.

Not really much to comment about this, other than that I wish the "worlds" were more visually distintict instead of all looking the same, and I also wish you had made some sort of indication on wheter you're actually taking damage or not since it's kinda hard to tell. That would also make it easier to realize that shooting consumed your health since you didn't mention that on the page, so I took a while to understand why I was suddenly dying

Anyway here's a gameplay vid (I died on the 4th round sadly)

Potions also didn't spawn once I stopped shooting, not sure if that's a bug or not lol

0/10 I can't wet on water, clickbait

Okay now this game was fun as flipping hell, I have to say. Maybe it was just my bias to kaizo-ish games plus playing on expert mode, but wow, I had a blast with this!

I actually don't have a lot to comment, everything here feels pretty good already, from gameplay, art, and etc. Altought music takes all the spotlight for me honestly, it's catchy, melodic, upbeat and just exactly the kind of music I wanna hear on vibeo-games, music that pumps me up while I'm playing!! (In fact, the fact I was enoying the music so much all of the time might as well be another reason I don't have much critiques, because thanks to it I wasn't really paying a lot of attention to the game itself at all xD)

Boss patterns also?? They're top top-tier, those were super fun fights, nothing to comment about, just wanted to mention it. (Altought I do admit they felt a little damage spongy in the end, since they doesn't ramp up their tricks as the fight goes on, so there's no reason for their hp bar to be so big, wich is a bummer, so forget what I said, they're only top-tier, but hey, that's already pretty good am I right)

I guess it's not perfect tho, as other people probably already mentioned, this game definitelly needed a map, or more landmarks, because dear god this game is huuuuugee (I usually vote for landmarks instead of maps, because they make the world itself feel more alive, altought ideally, you'd want to have both). Honestly I'd say that this game feels huge on the wrong way, since it's not huge as in "oh wow, how many cool places I'm visiting!", It's huge as in "oh wow, how many rooms I'm walking throught", wich, granted, the rooms are all super fun to traverse, but still, it gets old eventually. Not to mention you actually made us backtrack!!! Wich is a HUGE plus on a metroidvania, of course, but witouth a map or memorable spots to guide you, I'm afraid people will more often than not just give up exploring (I myself only knew I was supposed to backtrack after getting the slow-fall because I remenbered the big pit room with the 3 jellyfishes, and believe it or not, that was a notable landmark! You just needed a few more rooms that felt actually different like that one, visuals help, but they aren't the only way to do so.)

Also minor nitpicks: I wish the game saved automatically the itens I picked up instead of having to reach a save point, otherwise if you die on the path you'll need to do everything all over again, wich can be a bit of a chore considering how far all of those itens are from any save point. (Granted, on my gameplay that resulted on a hylarious Moori re-fight because I killed myself trying to rocket jump after getting the upgrade, wich I always find very funny, but you certainly wouldn't want that to happen with someone with a shorter fuse lol). Also, something more personal, but if you're not using W for anything, pls let me jump with it, I don't like Spacebar.

Lastly, I actually didn't finish the game yet, I got the lantern, but stopped after that. As I said, this game is huge, so I kinda needed a break after playing it for an entire hour lol.

Here's the gameplay vid for that hour tho, if you have the patience to watch it:

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yoi, so I just played it, and well, there's not really much to comment tbh, since this is kind of just a test course at the moment, wich was what I was expecting judging from the cover image tbh (no offense tho)

I can see how a space skiing game could be fun tho, so I guess I'll just give some mirabolant ideas that came to my mind.

First of all tho, you'll really want to overhaul what I assume is a combat system attempt, because for now it's really rought. I assume that what you do by clicking the mouse is some sort of attack, so if that's the case, the animation is way too long. You want your player inputs to feel precise and responsive, so first thing to do will be to get rid of the massive start lag it haves (You can have moves that comes with a delay to feel good, but they're very tricky to get right, and it was not the case here). If you wanna keep the snowboarding-y feeling slippery controls (wich I do like) you'll also have to re-design the enemies to something more proper to it, since the ones you have now can barely hit the player with anything, and the player also can barely hit them as well. If you're going for speed platforming I'd advise to either make very big enemies, or enemies that doesn't move a lot, or you could add a lock-on system, that'd help too. You will also really want to add a lot more of feedback for getting hit or hitting something, I didn't notice when I took damage once, and I certainly had absolutely no clue if I was hitting the enemies or not.

But either way, the way the player is controlled here feels like something that'd be best if designed with mainly platforming in mind, not a huge lot of combat. When I think on controlling a character with a snowboard, I can only think on Sonic's city escape tbh lol, running downhills on high speed while evading obstacles and enemy attacks. That said, this is just what I personally think this game could become, but it's not my game, so you do as you please.

I do like the aesthetics, just felt like the enemy models were kinda out of place tho, they do look way more generic and placeholder-ly than everything else, so I assume that's what they are anyway x)

I guess that's it really. this is more of a speculative comment than anything because, as I said, there's not much of an actual game here yet.

I did record a video, but nothing happens on it, aside from bugs other people already commented about, so not sure if it makes a difference or not tbh

Will see if I do later. I kinda wasn't planning to play anymore entries but I saw there were other people who have been active around here that I didn't check out, and I appreciate you coming back for it.

Also, I really don't like how itchio makes the "jam judge" thing looks more serious than it actually is, because in reality I'm just a guy that's active on the discord server that asked to be able to rate lol, so don't worry, my judgement isn't any more important than the judgement of anyone else x)

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This is definitelly one of the prettiest looking games on the jam, there's no doubt on that. Amazing pixel art and really gorgeous animations, all of them have a lot of charm and personality, and I really appreciate all the little details like the diferent spins for each jump and the interactions with ledges, makes the little mage dude look much more alive. I really like all the aesthetics in general tbh, the chill music, and the little dialogues as well.

Gameplay is kind of a mistery tho. In theory, it haves everything I could ever ask on a good platformer, fluid controls, lots of speed, cool effects, but for some reason, I didn't quite click with it in all sincerity. I don't really know why, but if I were to guess I would say that this is probably fault of the level design. I really didn't feel like the world really made sense or that it was actually made with the char's moveset in mind, it's kinda just a lot of caves with a few platforms and crabs thrown around. There was no real actual challenge anywhere, nothing that actually taught or tested any of my skills. All of the crabs are also just pushovers, they really feel more like just a nuisance than anything. Combat itself is not really fun tbh, more because the enemy design and movement tech don't get along well. Movement tech wants you to go fast, jumpy and pirouette-ly, while the enemies are small fast moving targets with contact damage, plus more often than not they're just spammed on random corridors with no real rhyme or reason, and sometimes it's too narrow to even try stomping on them. There are also a huge lot of blind jumps,  you can't really see much of the screen when you're not dashing, so I died quite a few times by landing onto the spike ball dudes before I could see them. (Granted, I did forget about the slow fall until I was at the end of the game, but still, a mechanic that serves as a bandage doesn't fix the issue)

Also, I'm afraid you got kind of the wrong idea of what a metroidvania should be. Idk how active you were on the server, but if you stay there for long enought you'll notice that most of the active community members agree that your upgrades to explore the map should not be things that can be narrowed down to "keys to a door", wich this game actually did quite literally, and a lot so x)

The only real metroidvania "key" we have here is the dash, but even then it's only ever needed to grab a single other "door key", and never more.

Anyway gameplay vid!!

(Sorry if it's laggy, I actually almost didn't manage to run the game as well. Downloadable didn't work, and it didn't open on my usual browser either. I eventually managed to make it work on chrome, but it almost refused there as well.)

Also, I just assumed the game ended after I got the kill aura, I had no clue where I would have to go after that.

Yoi!! Just replayed the game, and yes, it's a huge lot more enjoyable now!

Just the remapping of the keys was really all this game desperately needed imo. I personally don't think A S D is perfect either, but oh boi, it's a million times better than what was before! Now the control scheme is more just a matter of getting used to, since (almost) everything important is comfly reachable witouth having to do crazy acrobacies across keyboard everytime (Altought, now that I managed to get the extra guns, I have to say the problem of poor input choice is on them now, since the numbers are a also little far away from the rest of the inputs, but oh well, I wasn't feeling the need to swap weapons nowhere near as frequent as I did to use the gravity boots, so it's way less bothersome here.). Also, sad that you couldn't get rid of Enter, but oh well, it is what it is.

I myself didn't feel much difference on platforming with the coyote time tbh, but that's mostly because I didn't actually miss it when it wasn't there either. Altought it probably saved me from a few slips witouth I realizing, so it's still always nice to have.

I managed to play it to the end now, so here's a definitive gaemplai vid!!

Also, I thinking I didn't made it clear on my last comment, but I did find this game pretty fun overall. It's very different from what we're used to see on those jams, and I think you pulled it off really well here, it's a really refreshing change of pace. And of course, I'm glad the fall deaths are still as hylarious as ever xD

As I said, the only thing keeping me from playing to the end last time were the weird input scheme, with that out of the way, it was a joy.

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Ey!! I made some tests by playing my own game that had a saving system, and I discovered that the problem with that all along was my browser.

You see, I've been mainly using Brave lately because it's the browser my brother invented from I don't know where and setted as the default on my laptop, but since it's not part of the main trinity (Chrome, Edge and Firefox) I assume it might have some sort of conflict with however Construct saves stuff for html.

So yeah, you shouldn't worry much about that, fixing this might be way more trouble than it is worth. I tested on chrome and there it works just fine.

I guess there's not really anything I can comment here that other people didn't already comment, so I'll just be a broken record and repeat it as well, that the art and music here are really good. I even stayed on some rooms for long enought to be able to hear them entirely, and probably even a little more since I couldn't notice the loop on some of them (Wich is a nice thing I must say) x)

I didn't record a video since you did say this is was just a test course, so that means there's no real stuff to really comment on here. But hey, while that is true, it still is the best test course it could possibly be. It even managed to have a proper setpiece! I certainly can feel a lot of soul here already :3c

I guess the only minor nitpick I could be pesky to say is that the camera is a little finnicky as of right now, but I assume you already know that since you did say to refrain messing with it during combat.

Either way, good luck with that if you do continue with it, and I hope you have fun doing so!

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I did, nothing happened. Altought all I needed to know was that R reseted the room tbh x3

You should've listed that on the page

(Btw, I really wonder how you made those hitboxes now, because I also use Construct 3 so I know they shouldn't be super time consuming to do at all (at least not some super improvised ones))

Okay, I love this so much, and it just has so much stuff that appeases to my platformer biases, it was really worth waiting the definitive version to play x3c

Aesthetics are super awesome, I really love me some psychedelic, abstract and colorful stuff, the sense of identity here is over the charts!! Granted, there are a few places here and there where the deco mixes in with the foreground, but they are very few, so no big deal. Some sounds are still way louder than others as me and some other people pointed out on discord already, like how for some reason the menu music is way louder than the in-game music, but oh well, it's surviveable. Speaking of music tho, that part is great too! I love it.

Gameplay is also all of good that there can be on a platformer honestly, altought it's not perfect sadly. Main offender here being hitboxes, that all feels very big, and sometimes even janky, altought there were few moments that was an actual issue, I think the bomb looking boss projectiles were the biggest outliers here, everytime I got hit by them it looked like they killed me before actually touching my char. Speaking of projectiles, It would have been really appreciated if you could actually differentiate the projectiles you parried from the ones you didn't, that was a genuine problem on the first boss since it's literally impossible to tell apart wich bombs are good and wich are evil.

The dash is definitelly the star of the show here, but it's a bummer that it didn't get a lot of time on the spotlight in the end, since there isn't enought space on most places to really use all of it's shenanigans, nor there were many challenges that actually used it after all (I understand this was the fault of lack of time tho). One thing that was very noticeable tho, mainly on the second-to-last strawberry screen, is that the dream blocks and high speed collisions were still pretty broken. That doesn't affect most of the game, but that room in specific felt very unstable, since a lot of times I would just phase throught the non-dream floor and hit a spike (Wich, for all the Celeste influence you got here, I wish you would also have gotten inspired by the fact on that game the spikes doesn't hurt you at all if you're moving to the direction they're pointing at, and there this is not exclusive to dream blocks).

Another minor thing worth mentioning, the switch on the robotic structure is really not intuitive, I had to look up your walkthrought video to know where to go, because for a moment I tought that weird crate I destroyed was supposed to give me the dash ability, but it bugged and the item didn't spawn (It REALLY didn't help that right next to it was a giant text telling to me dash onto the dream blocks lmao, it just made me EXTRA sure that box was bugged). Be sure to give a very clear indication as to when something important happens off-screen, otherwise your player will just be confused.

Lastly, I couldn't finish the game because I knockbacked the final boss to the limbo, and the save system is a lie, it doesn't work at all x)

But no worries, I'm more than willing to play this again later, I just needed to take a break and also didn't want the gameplay video to be too long. And speaking of wich, voilá!

Also, I really appreciate the addition of no-hit mode btw, I know it was a last minute thing, but still xD

Also, this comment might look very negative because I had a lot of things I wanted to nitpick on, but that's because this is the kind of game I wanna see strive, that's one of my personal fav entries here x)

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Interesting game, but I didn't have the patience to play for too long sadly.

Aesthetics are pretty viby, they give me the feeling of "old PC disk" games, despite me never actually living that era. Not sure if that was the intention, but it surely work for that lol. I also always appreciate me some lore :)

Fall damage on platformers are always a surprise, but they can definitelly work. Altought, the way you implemented it here is a little too much, since you can literally die by jumping out of a small hill instead of walking out of it (Granted, this way it generated some hylarious looking deaths, so that's a plus on my book). The collision with the floor also fely slippy, the player ends up sliding down from the platforms if they hit it on a corner, and I assume that happens because the player hitbox is a circle. In this case I'd say it's important to add a failsafe where the player would always be put on top of the platforms when hitting them from a corner, specially so for a game with fall damage, since most of the times I fell to my death didn't actually feel like my fault.

The control scheme is just really weird tho. I already don't like jumping with the spacebar, but that I understand it's personal preference, so I can live with it, but now using G and H on a game that moves with the arrow keys is just wrong honestly, not to mention having to make your hands travel all the way to Enter for every dialogue that pops up is also quite the chore. Ideally, you should be able to close the pop us with either the shooting or jumping button, and the gravity boots and healing runes should be somewhere near X like C and V, or even change the gravity boots to be activated if pressing up while on the air, anything is better than a key that is on the middle of the keyboard that you need to either take your hands out of the other inputs or stretch your fingers on really weird ways.

Also missed some more feedback for receiving damage, but in this case it didn't feel like as big as an issue as it did on other entries tbh. Either way, I only played up until getting the gravity boots, since everytime I died after that I would respawn with a buggy pop up message that I needed to keep spamming Enter to get rid of, plus being poop sniped by the big sparrow that lives there while saved with what was essentially 1 hp. And of course, to get out of there I would have to use the item that is triggered with G.

Anyway, here's a gameplay vid if you wanna see it, it was actually fun enought to play that little beggining btw, I just stopped because I really couldn't dig the control scheme

(Also, I actually played this game a few hours ago, but my laptop's battery died before I could finish writing my comment, so those toughts aren't super fresh on my mind anymore, so I might have forgotten to mention something else)

Edit: I just opened the game up again to confirm the controls, and I think I discovered a secret forbidden move by pressing V x)

The cover art is pretty cute, so it caught my attention, but sadly I have to say I was a little dissapointed :<

The game feels kinda janky, most especially on combat department. Nothing has much feedback to it so it's really hard to tell wheter I'm damageing the enemies or not, specially the scorpion dudes. The other two enemies kinds were just fine, but the scorpions felt like each one just decided to work they personally wanted to work. Sometimes they would take a few hits to die, other times they would die instantly; sometimes they would take hits on their head, other times they were only hurt on their tails; sometimes I could get close to them just fine, other times I would die just by breathing their air (Really, I have no clue what those guys hitboxes looks like, it felt really inconsistent). It's also a little hard to tell when I'm the one taking damage, since the game doesn't really give much attention to that aside from a knockback here and there, and it also seemed like the damage I took from anything was pretty random, sometimes I would lose a single battery, other times I would just die instantly. And speaking of deaths, having a game over screen that brings you back to the main menu is really incovenient. I don't the game having no checkpoints, that's very acceptable for a jam gaame, but it would have been way better if dying just sent you back to the start witouth the need to see 2 extra text screens everytime.

The gardening idea is pretty fun, I can see some interesting stuff done with it, but for what we have here, there's nothing really remarkable about it so far tbh. It's creative at least

Art itself is fine and charming, but there are a few issues here and there that makes the game looks uhmm... for the lack of a better word... "uglier". Like how the robot's animations multiplies him for a few frames sometimes, wich not only makes it way too obvious each animation is a different object, but also just looks off. The background also bugs a few times, like how the clouds flickers when you get too high up on some rooms and how the trees takes too long to load on other places so you can see the division between each section of them.

Music is top-tier tho, could hear it all day!

I guess that's it. Sorry for the lenghty negative comment, I don't mean to be rude nor anything :(

Anyway here's a gameplay vid if you wanna see it:

(I also just assume the game ends on that dead-end lol)

Honestly, really impressive, I myself am always baffled by people who can make fully working games with no help of proper tools.

Everything seemed to work seamlesly as well, gwaphics, sounds and gameplay are all as perfect as they can be within the thematic (and technical, I assume) limitations, altought that means that, as an actual game, there's really not much to comment on here due to the simplicity, but I still think you did a great job at everything game design wise. (This is definitelly way better than any platformer I could see being released for an actual brick phone, that's for sure lol)

Anyway here's a gameplay vid if you wanna see it

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Pretty simple, but I guess it got the job done.

Interesting movement idea, I like it, altought I guess it didn't had the oportunity to really be experimented beyond the very basics sadly. Nor did it have the oportunity to really be a metroidvania tbh, since the single upgrade that exist is merely just a key to a door, but oh well. Not sure what's the deal with the cats either, but I appreciate that they exist as a reward for getting to a dead end lol

The bat boss was so sudden that it was comical tho, so that gets a plus from me x3

I assume the game just ends after you kill him tho, since nothing happened after that. Was still fun to swing around for a bit, but really, not much to actually comment here. Not bad for a first rodeo tho, I've seen way worse ones, that's for sure x)

Edit: some actual suggestions I tought but forgot to mention: Next time make some sort of indication wheter or not the dash is ready, or any kind of input that haves a cooldown really. And also, make an indication as to wheter or not you're actually charging the charged shot, and also add a little more fanfare into getting the upgrade, since I could only guess what I had picked up was the charged shot because it was the only thing listed on the game page that didn't work right away when the game started, otherwise I would never have discovered what that weird yellow ball was about.

Anyway, here's a gameplay vid if you wanna see it, altought there's really nothing remarkable on it, aside from a moment I lost the charge shot upgrade when I accidentally came back to the room you get it (And aparently you also always appear on the same place when entering a room, no matter from where you're coming from, wich is indeed a little weird)

Always a honor to put my luck to good use B)

Thanks for the replies btw! And thanks for the game too, of course x)

Yup! I started to see how the world actually rotated during the Pyreye boss, I guess that was actually a good thing I didn't had the dash by that point then, since I had to rely solely on those (And I think the boss really works like that, despite the difficulty spike, wich could be a little smaller indeed lol)

Also, no sweat with the softlocks, I expect them on jam games, and aside from the last one, they were still close enought to the beggining of the game to be manageable (would have been even better if I knew about the R to reload thing tho xD), but yeah, would be nice to get rid of them

Very cute, but honestly, very rought too.

The very first room is already a huge mess. You barely clicked to start and you're already doing parkour on platforms that blends in with the background above a pit of insta-kill fire, and right after that you have to deal with a security camera that not only looks like just decoration when you see it, but it also catches you from off-screen, with absolutely no way of knowing what happened when you get sent back to the start. Really, be sure to make it EXTREMELLY clear what is just decoration and what is actually important on your games, and NEVER make things that can kill the player from off-screen. I spent a good handfull of minutes thinking that the thing that was killing me were the cardboard boxes on the background, wich made me avoid the save point for a while as well. The little shadows below the boxes you can hide are a step on the right direction, but they're unfortunatelly too subtle to solve that problem. (Also, don't just throw mechanics into the game like that,  you should do things one step at a time and build challenges around them slowly)

Art is ok, it's simple, but it should get the job done, altought most of the scenery is really too polluted, and as I said, it's really hard to tell apart what is the actual game and what is just background. Surprisingly, music on the other hand is pretty amazing tho, I love it x3

Controls thenselves are fine enought too, but combat is super janky, absolutely nothing has any kind of feedback, the cats just flies at each other and you have no real way to tell who is damaging who (sure, the enemies flashes red and the player gets transparent,  but really, that's nowhere near enought. You need to give hits more impact, like actual knockback or stun locking, and proper sound effects would be nice too)

Story is funni, I wanted to see where it was gonna end up going, but I only played up until the reactor room. That place was just an arena that spammed the same enemy multiple times, so with the jankiness that combat is I ended up getting bored after dying too much and gave up, I'm sorry. Altought I can tell this game was going to be super linear and that there was no way to backtrack, so this is like, the very opposite of a metroidvania lol.

Anyway, gameplay vid if you wanna see it:

(Por sinal manda salve. E não leve o comentário a mal, é negativo, mas é só a expência que eu tive infelizmente)
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Fun time. There's nothing much else to comment honestly, this is kinda too simple, I'm sorry :,3

It's cute tho, but not really a metroidvania since it's very linear, and I think it's literally impossible to buy the Uzi sadly. (Edit: ok it is possible, you just have to skip the revolver for it)

Anyway gameplay vid (Altought I don't talk like the other guy did lol, too shy for that)

Ok this one is quite the gem, I won't lie. 

The sense of personality this game emanates is stupidly strong and I love all of it. From the aesthetics that are a mixture of cute and bizarre that I adored to the chaos of gravity switching and the little pieces of worldbuilding, they all just oozes charisma. Even the slippery controls felt so great and helped to stabilish this game as it's own being as well.

Granted, it takes a while to get used to how it plays, and my biggest critique would be that the game kinda throws too many mechanics right at the start, so it does feel pretty wild and unfair at first, but oh boy when I started to get the feels of stuff I was being pretty excited to see where I was gonna get accidentally pimballed into next!

I was actually gonna complain about how the gravity switches sometimes felt like they would accelerate or deaccelerate you at random, so I was thinking they kinda depended on luck more often than not, but I actually ended up understanding how their acceleration worked on the middle of the Pyreye fight, so one more reason the game should have gave a little more easing in with the gravity shenanigans, because since that boss revolves solely around it witouth much else to distract, I managed to actually learn how those things works

Speaking of that boss tho, I didn't manage to actually defeat it, I stopped after on the last attempt the game decided to softlock me into a random wall when I entered the room, and I didn't saw your comment about being able to reload the save, but now that I know I can get back to where I was, I'll definitelly pick this up to finish it later tho (Might make another comment if I find anything else worth mentioning by then, but I kinda doubt I'll have any other issues with it tbh)

Here's gameplay vid if you would like to see it:

ah, I'm afraid the video quality from mine isn't really good propaganda tbh x)

But sure thing, you can use it if you want so

Now that was an awesome cozy time ^^

I really loved everything about this game, from the cuteness of the char and everything else, the chill music (wich even the pause theme is a banger), the gameplay that just flows so nicely and even the little lore behind all of it.

I also loved the world design so much, it really did feel like an actual apartment, wich made everything feel so much more alive than the stuff you usually see on game jams, and the level design around that idea was also super creative and fun to traverse. The actual scenario is actually so small, but you managed to make it feel so big, and that's how you know you hitted the jackpot on world design tbh.

I don't think I have any actual complaints or nitpicks with this one, for me that's already a top spot contender x3

Also, gameplay vid if you have the curiosity and patience to watch it:

(It was kinda stuttering on the beggining and it even crashed once, but it ended up stabilizing later, wich I'm glad it did, since my laptop is infamous for hating 3D games. any FPS drops may be OBSs fault btw, the game itself, while not running super smoothly, was more than playable enought throught the entire time)

That was very fun, I always love me some ultrakilling.

I also specially love the interactions between Thul and Kromgar, now those are two goofballs I wanna see more misadventures of ngl. Also, the fact the dialogue of pushing the switches changes depending on wheter you interacted with the door or not was chef's kiss, that's the kind of detail I really appreciate x3

Voice acting is also always a big surprise on a game jam, even if it's just an announcer, so that gets a plus too.

Gameplay is also top tier as other people already mentioned, altought I do have a few nitpicks, like the fact you can't cancel the attack animation in order to guard, so even if I am fast enought to react in theory, I still take damage because thul was still with his arm stretched from the previous swing (This is not an actual issue tho, it can work as an actual mechanic, and it's just a matter of learning the timings really). I would also have liked better if the stamina meter was shown somewhere near my crosshair on the center of the screen, it was hard to tell wheter I had stamina or not while I was surrounded since I had to take my eyes out of the mess for that. It's also really easy to get backstabbed by enemies and projectiles you don't see, so some sort of radar indicating wheter there is something approaching from behind you or not would have been really welcome as well. I think the spikes on that one room also felt a little off tbh, I took damage by just staying near them, imo that kind of wall hazard should only do damage when I'm activelly touching the wall they're in, or I'm inside them enought for their models to cover my screen, and same goes for the swinging axes tbh, I personally think those kinds of hazards on first person games should only deal damage when they're actually visible on-screen, if that makes sense. (Granted, I never made a first person game before lol, nor do I play lots of them)

Skill issue aside, behold, gaemplay vid!!!

(I played it 3 times because I was trying to beat Kases's record, so you don't need to see all of it. I didn't manage to, but now that I discovered where the challenge room 1 is I might try again later if I'm still feeling competitive, who knows)

Sempre fui <3

(1 edit)

Yo guys look it's the funni cheese man's gaem!

To be really honest, not sure if there are a lot of stuff to talk about here that we already didn't talk on the server, but there are somethings here I wanna say that I didn't realize on the demo I played a while ago.

First things first of course: The art is pretty charming and unique, the sound effects are also pretty satisfying and the music is also really nice, specially for a first attempt at that, so great job! The whole idea is also pretty creative as you might already be aware.

I'm also really thankfull for the keybinding option, since I despise jumping with space, so I immediatelly changed to W as soon as I realized there was no real "UP" input that would need it. (Altought, I wish that "UP" input was the one used to interact with stuff, it's mildly inconvenient to be interrupted when you're just trying to jump around lol. No big deal tho)

On the movement department the game is top-tier with the grapple banana and watermelon bomb jumps as you already might expect it, altought to be really honest, the consequence of those is that combat ended up pretty clunky sadly, specially with all the chaos that is when everything parries everything and it's impossible to tell wich projectiles are yours, from the enemy, or currently rogue (Damages both parties). The shovel itself also felt a little janky since it felt like some projectiles it parried would be parried again by it before leaving it's hitbox and just fly back into me, so it made the parry noise but still just damaged me anyway (Altought not sure if that's what actually happened, it's just a theory). Also, the fact the shovel hitbox is only the effect on the tip when you swing it feels kinda wrong, and that's something I didn't notice on the test build (But that's fine by just getting used to). There's also not enought feedback when you get hit or not tbh, specially since when that shovel parry bug happened I always took a good second to realize, plus the fact that you and the enemies does the same sound when taking damage, wich is a little confusing at times.

The bosses actually looked cool, both estetically and mechanically, but honestly I think they don't really fit the flow of combat of this game in specific tbh x)

It just felt like all of them only worked as a real fight with the shovel, because the melons can only really hit the flower guy, the carrots are just chaos since they make all projectiles go wild (wich can be fun tho, altought in this case they're a little too chaotic to dodge when it happens) and the banana is just a win button.

And now, this might be some skill issue on my part, but I also had some problem with getting used to the mouse scroll since there were too many different itens to use. I think a better approach to the inventory would be to separate the seeds from the plants, and also let the player pick the item they want directly from the number keys (EX: pressing "E" toggles seed or plant mode, and numbers 1, 2, 3, 4 are Shovel, carrot, melon, banana, respectively), if that makes sense.

Overall was still a fun time, but honestly I think that would've gotten way cooler if you focused less on combat in general tbh. It also didn't felt much like a metroidvania, since the plants doesn't really feel like actual upgrades (specially considering how there's absolutely no fanfare at all when you get them for the first time lol), and the only thing you really need to finish the game is a few melons since I'm pretty sure you can reach the final boss by just bomb jumping with them, despite me being too skill issued to do it on my run... speaking of wich:


Gaemplay vid!!!!

(You'll notice I restarted the game once because I think I died at the same time as the boss, so the game saved it as if I had defeated it, and I tought that was kinda cheating, so I'd advise to only save boss defeats after I've left the boss room lol, but that's just a personal nitpick anyway)

oxi

Very fun time, short and sweet :)

Love the gwaphics, and love the cute protag. The music is also pretty good, so nice job on it as well!

Level design is also plenty fun for as little as there is, it's definitelly the type of game I'm personally biased for. Boss fight is also top tier for jam standards, despite it's simplicity, always love subtle second phases that take off the training wheels.

Movement also feels pretty good at first glance, but there is something weird about the controls that feels a little clunky tbh, but I can't quite tell what. sometimes it feels like a few inputs just doesn't respond properly for whatever reason, it's hard to explain. I noticed there's no coyote time, but the real clunkyness were felt more on the dash imo, sometimes it seemed to just not work.

Anyway gaemplay vid!!

(I re-fought the boss because I wanted to try no-hitting it, but eventually gave up because of the clunkyness I mentioned (Altought let's be real, it was just skill issue lol, I would eventually have done it on a few more attempts))