Cool little metroidvania. Love the little character's art style.
LordBundee
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I think this would be improved just a bit by increasing the character's base jump slightly. As it is you only get enough height to barely clear the reds if you time it perfectly. However with them bouncing around so much you often get part way over them and they bounce just slightly and kill you. Soome more height would help with this.
Reminds me of playing an old on rails shooter like Starfox, good fun. I thing you would have hit the theme better if the time warp system was needed to actually complete the game because you can complete the game without it. it could have been cool if your ship jumped to a point in it's timeline but the rest stayed. Something like Tracer's recall ability from Overwatch.
Thanks for the feedback, we hope you enjoyed playing despite the issues. Unfortunately we found the bug with this blood point after the jam deadline had finished. We are hoping to fix it once ratings have finished.
If you do wish to see the content of this clip I have added a small video to the game description to show its details.
The point about being able to skip the audio was considered but we didn't have enough time to implement it. We were slammed for time to get it completed due to starting late on this jam. I think we ended up building the entire thing in a little over a week. We plan to eventually allow you to skip through clips once you have watched them the first time and also want to add a way to navigate better when there is more than once clip attached to a blood point.
I like the hand drawn art style and music. I agree with the previous comment about the dialog happening before the matches as I often missed much of it due to focussing on hitting the ball. Another suggestion would be to allow movement when charging for a shot as it would make hitting the ball a bit less frustrating at times.
This was a great interpretation of the term recovery. Although simplistic in its design it has plenty of room to expand and build upon if you chose to do so in the future. I would definitely give it a go if you did. its a shame about the lack of background music and SFX, but as a former retail worker myself, I can totally relate to the limitations of trying to juggle game dev and work at the same time. Especially at this time of the year. You should be proud that you managed to complete it. Good job.
I love the clever concept of sharing the lifebar, great idea. My only issue was that it needs some better balancing of the status effects vs outright attacks, I found myself mostly just using the strongest attacks and a heal option to try to manipulate the healthbar. I'm sure given more time this would have been able to be better addressed.
Still a great game idea.
I loved the idea of puzzle pieces to fit the Joined Together theme. The levels were well designed with some interesting mechanics to work with, who doesn't love portals. My only issue was having the change character and reset buttons bound to buttons that are adjacent on the keyboard, I kept accidentally clipping the R button when going to press F to change characters and resetting the level.
Other than the one minor issue I really enjoyed the game and hope you revisit it in the future and add some more levels and new mechanics to it.
Love the idea and the hand drawn style, but I felt it needs a bit of fine tuning. I think having the main weapon on a counter with cool-down is a bit harsh in the later waves when it takes multiple shots to take down the enemies with shields and the bullets fired at you simultaneously. Often found myself out of shots waiting for them to replenish when I got killed. With some fine tuning though and a bit more time this could be sorted out to make a great little game.