This was really good! Very feature filled for a jam and had some great puzzle design. My only criticisms are that the square block got stuck a few times on the last level for me, maybe shrink the hurtbox a tad or give some leeway, and I think it needs a bit of polish in the visual/sound department. Those are just nitpicks though, I really think you knocked it out of the park with this. Great job!
lunawole
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Great job! This is a great take on the theme, maybe my favorite that involves looping the same rooms. It's simple enough to be finished in a few minutes but strikes the right balance of just challenging enough to get you to think. I'd love to see a more fleshed out, complex version of this idea; even adding the ability for the player to traverse a room vertically would open up the door for some very complex puzzles (though I totally get not going all in on an idea like that for the jam!). I really liked the character as well, very springy and quite satisfying to move about.
First of all, congratulations on making your first game! I think you've got an interesting base here, wanted to leave some constructive criticism you could use to polish this idea up.
1. The physics feel great and the ball bouncing is the most fun part about it, so I think leaning into that more is the way to go. Having different level designs that get harder and have more of a strategy to placing blocks (perhaps with hazards that stop the ball when hit) would give a degree of progression that would really round this out. You have the two different block types but they don't feel like they really make a significant impact since you can just keep bouncing basically infinitely.
2. Upgrades are great incentives, but I don't see a real reason to get anything that isn't the launcher or the speed/points increase. Even going to the next level lacks a strong incentive since it makes the level bigger, and therefore harder. Narrowing the design to the most fun parts of the game and incentivizing the player to play those ways can be done in a lot of ways. Maybe new levels provide bigger payout, a second ball, different shop items. I think the more interacting elements you can bring in that either are part of the level and opposing the player, or are new ways the player can build their own ability to win are the way to go.
I hope you continue to work on this idea, I think there's a really fun game that you could make if you keep at it!
Neat little game! I like the stats you have, and the general loop is a good place to start. A few ideas that can spruce things up for relatively little development time:
1. Make the player invincible for a bit after they get hit. It's really easy to take 3 or 4 hits in a row when there's a big mob attacking you, which can feel unfair.
2. Adding different enemy types by tweaking variables (i.e. slower enemies with more health) can add a lot of variety quickly. It also makes the decisions of which upgrades to take have more weight. With just one enemy type, the damage increase is effectively useless until it causes them to be killed in one less hit, making the round's upgrade feel a little less exciting than it could be.
3. This is a minor but important detail, currently the player can go into the sides and be completely hidden from view because of the border, so making sure they can see themselves is a good quality of life change.
Great work, congrats on completing your first jam!!
Interesting little game! I thought you struck a nice balance of humor and intrigue, though the spam mails did start to get somewhat tedious. At some point I kinda felt like I was sitting around waiting for something to happen. Maybe introducing some secondary activity for the player to juggle so they have not only something to keep them busy, but then a bigger time pressure on the emails, could help to build the tension.
What a fun idea! I really love the art, the cats look so derpy 😂
I think there's a fun concept here, but it could use some direction. As of right now, it just kinda feels like run around like a chicken with your head cut off attacking and messing things up. This is a great core, but I think something almost like a reverse overcooked is where this is headed. Giving the player a bit more feedback on the cats' progress on making dishes (like maybe a sidebar with a list of all the things they're making over the course of the level and their progress bars for each) would help to guide them towards interesting decision making. Do I attack the cat that's at the sink, or do I go move the ingredients? Wait, that cat's about to finish the lemonade, I gotta go stop him! I know you already have progress bars for the recipes, but I think structuring that display so it represents the whole level's tasks could start to guide that hectic vibe, and give the player more of a goal to work towards. I think this would make for a really fun party game, especially if you extended it out to be two teams of rats and cats as well!
These are mostly minor nitpicks or ideas though, I think your game is really silly and fun, great work!
Super cute game! I absolutely love the art, it's so comfy and perfectly matches the chill vibe of the game. If you wanted to turn this into a full game, I'd recommend making it so that the bullets you fire maybe remove the cloud fluffs? I basically just held down the shoot key the whole time since there wasn't any reason not to. Making that change would differentiate the fluffs from the regular coins, since they're all basically the same right now. I really loved your game though, great job!
This is a neat little game! I think for one your visuals and polish are great, and the concept is fun and well implemented. I think maybe a stricter punishment for going offroad would make sense, I found it was really easy to survive a while by just going offroad for a few seconds if I was ever in trouble, but I think that goes counter to the racing game core of going fast. Maybe a stricter slowdown when you go offroad, or conversely some reward for finishing a lap faster? (like a bigger health regen?) It would incentivize a riskier playstyle that I think makes for the best racing games. Great work!
I think you've already received a bunch of good feedback on the frustrations that this game gives, especially in relation to the jump, so I'll add in a few other things to consider when updating:
1. Less about the jump tuning, but however you track if the player can double jump ignores if they just walk off a ledge, which means the player can delay their jump to be in midair. I was able to use this to cheese a few levels.
2. This may be intentional, but guiding the player towards the diamond but not the stone feels like an odd choice. The level becomes a bit of a treasure hunt at the end, and frustratingly it can make it feel like you're forced to lose because you didn't know the layout of the level. Giving players the ability to see where these objectives will be would give them the power to feel like they can plan the level out in advance, while also opening you as the designer up to be able to create even more challenging levels. This would also remove the frustration of dying and resetting the whole level, as the player could only have themselves to blame for not planning out the level in advance.
I think you showcase strong level design with just a few simple mechanics. With a few tweaks to improve the player experience, I think this will feel even better to play. Great job!
Amazing work! One of the better games I've played this jam for sure, I think you found a fun mechanic and had enough variety to keep it building and keep me coming back for another. I think tweaking the room selection to make it more of an actual decision the player has to make (I basically always had enough gems to buy all the rooms) would elevate the strategic elements of the game. Fantastic art and sound as well, in terms of aesthetics and gameplay this is an all around great job!
This feels really close to being a very fun game, but I think it needs a bit of polish. The progression feels a bit slow, both in how quickly you upgrade weapons and how many enemies spawn in. The taste you give the player at the start feels actually quite hectic and fun to play, but it takes too long to get there. Also, I think a bit more feedback would go a long way - people have already mentioned the issue with spawning in with no weapons which should be relatively easy to fix, but furthermore I got room 1 and then interacted with it and seemingly lost all my progress? I'm not really sure if it was a bug or part of the design, but the point is that since it wasn't communicated well to the player it's hard to tell. You should put some polish on this and release an update, I think you have a lot of the pieces of a fun survival progression loop in place already. Great job!
Fun game! I can't tell if it was performance issues or a bug with the movement, but it seemed like the guy will slow down and speed up at random (as far as I could tell at least). It seemed like he'd slow to a crawl and then lurch forward, which made it a little frustrating. I think more control over the movement in general, combined with a more interesting set of obstacles would tie this together. Maybe even something where the points you score allow you to upgrade to new inner tubes, with better stats or new abilities like jumping? I think finding a positive feedback loop like that would make the game highly replayable. Great job!
Unfortunately I get pretty bad motion sickness, so my experience playing was hampered a lot by the way the camera seems to constantly rotate. That said, I think this is a really cool idea, and could totally be explored further! A couple things I thought of while playing:
1. It feels weird that past goblins are able to phase through things like doors that were opened in a prior loop, but not yet opened in this loop. Allowing them to have collision with the environment would make timing things more of a puzzle (i.e. imagine how much differently a player would have to play if on loop 1 the goblin could easily and quickly get through a door, but because the player would have to unlock the door for them on loop 2, you may need to wait before entering the door on loop 1).
2. Highlighting things in the environment that are interactable makes it a lot easier for the player to get to the actual puzzle solving. When you don't do that, it can become a hide and seek before it ever gets to a puzzle because the player is looking for the lockpick/whatever other item. Not a huge deal for this jam version but if you extend it out that would be an important UX add.
I found this to be difficult to control, it felt like the interact key just wouldn't do anything half the time? Could've been user error, I think having things light up when they are interactable could help to make those kinds of things more clear to the player. I like the concept, even if I wasn't able to finish it!
Neat concept, I think a more physics based lasso pull mechanic would make it feel a lot more fluid. Additionally, it's a bit hard to tell what parts of the environment can be lasso'd, maybe give them a slight filter or outline of some kind so they stand out from the background. I really like the art though, the game looks great!
I think clarity is an important part of what makes a great soulslike, this is a great concept that I think could become really exciting if clarity were improved! Things like how long the flying electric orbs last, visual on hit effects for when the player and boss take damage, as well as a roll I think would elevate this quite a bit! The jump didn't really feel meaningful, I mostly just reacted to his spin attack and would move away, similarly the double jump upgrade just didn't feel super relevant. I was able to beat him with only the boomerang upgrade, I think it's possible with no other upgrades but without a roll I found it really hard to get damage in safely. Great job, this has potential!
This is a pretty cool concept! I really enjoy the sense of momentum you can get rocketing through the levels. I think the addition of a jump, or at least the ability for the tether to retract slightly when tethering, would provide a nice quality of life for getting on some of the initial tethers, as I found it was pretty easy to tether and accidentally get stuck on the ground with no momentum.
Neat game! I really like the art, and it's a fun concept. I think the platform ideas are cool, but the level design doesn't always force you to use them intelligently (for example, on the last level I just pushed the box down, got it as far right on the yellow platform at the bottom as I could, and it let me bypass the entire right side of the level). Great job!
This is a fun concept! I found it pretty challenging, spent about a half hour and couldn't make it past level 8. Maybe some kind of time slowdown mechanic or the ability to control your speed while swinging (changing the physics so that players slow down more when tethered, but can then nudge themselves in either direction to build up speed) could help to make it less intimidating to approach? I think adding controller support would be really useful as well, since the joystick movement is relative to a center, which makes it a little easier to aim for this concept than trying to find where the mouse needs to be, especially on a fast swing.
It took 6 but I was fooling around to see if there was a phase 2 moveset and kinda threw LOL I think you could maybe ramp up the difficulty a bit faster, or maybe introduce something with the player getting better gear? Like a greatsword that stuns you out of your moves so you have to be more strategic with when you attack.
This is a sweet concept! It would have been nice if there was an explanation of the movement and controls, it took a second to figure out that it's knight moves and that I could click on the grid. I saw in your screenshots there's another level, but I beat the first level and hit next level, and there wasn't anything else :( This has a lot of potential with polish though!
Neat concept, maybe disable collision for the past recordings so they can't be impacted by your current run? I had some troubles where a previous robot would accidentally jump on my current robot's head and it would mess up his run. Also an option to retry the level or at least a checkpoint so when you lose you restart from the level you lost on would help this out a lot.
This is awesome! I love the idea, and it's very fun to go in and just annoy the player after being the player getting annoyed by the bosses in all the souls games. Would be fun if there was a phase 2 moveset or change like that, maybe to incentivize the player to play riskier for better attacks? Great job!

