Pretty cool puzzle platformer. I like how the keys' follow radius is used as a puzzle mechanic, that was super creative. The visuals are simple but super consistent, I dig the style. Good job with this one!
Thinker
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Interesting take on the theme. The debate mini-game was pretty unique (maybe a little too easy, but very unique). I feel like the whole game could be based on it. The music could be a little longer, maybe with some dramatic pauses when characters talk. There were lots of mechanics going on, which was nice in a way, but on the other hand maybe focusing on one and polishing the heck out of it would be best. One nice touch were the letters, I had fun reading those in between days.
Nonetheless, pretty cool experience, and lots of stuff done for going solo! Good job!
This is also one of my favourite entries.
I like what you did with the voices and text.
The chaining kills were incredibly satisfying, and I had lots of fun traversing the levels and killing the enemies. Simple yet super gorgeous visuals. The last gauntlet was rather difficult ( I kept throwing myself on the spikes), but the overall game experience was superb. I had slight troubles with some platforming , but nothing that takes the joy from the game. Great job!
Lovely visuals and music, and the intro is great!
The chopping trees mechanics was very satisfying. The only minor issues I had were with the controls, and the game could use a little bit of forgiveness (like allowing for two hits before dying, or maybe implementing checkpoints, but to be honest? Maybe checkpoints would ruin the purpose of the game, considering the story and your goals). To be a bit more specific about controls, buffering inputs would help a lot, I think, to reduce the perception of missed inputs.
Nonetheless, the art is really great and has lots of personality, and the music really gets you going. Great use of parallax as well. The environment was impressive. Beautiful entry, great job there!
The environment and levels are gorgeous. I very much enjoyed the cinematic effects. The gameplay, and specifically the character controls, were a bit confusing to me and I had a few issues with the physics. I felt like I didn't have enough control of the character and the anticipation phase of enemies' attacks were a bit sudden. Despite of that, I think with a few numeric adjustments and some extra visual feedback, those issues would definitely go away.
One thing that was really nice was the indication from enemies as to where to defend and how to attack. I died lots of times at the beginning but when it finally clicked, it made a lot of sense and I started having a lot of fun. Also, the environmental attacks with the fire and all were a great touch.
This game is full of very interesting details. The butterflies, the blood mechanics, the crustacean boss, the ending, the pretty environment. I feel like this has lots of potential, good job!
I love the visuals, the style, and the mood of this game. I played it multiple time to get some bad endings - the mushroom guy reminded me of WORLD of HORROR and its crazy endings, awesome job with that haha.
Speaking of art, the eerie aspect of everything was particularly charming. The red forest, the city, the characters and their looks, they all seem to dance with the ineffable, like there's something darker and unexplainable happening around that you just can't grasp.
I almost think that the first "bad" ending -which is just to keep fighting and eventually die, to be consumed by nature - seems blissful, in a way.
The storytelling is intriguing, and it makes me want more: What happens next? Will they overcome the masked man in the realm of dreams? What's with the empress? Also, I think being trapped under endless masks seems something really relatable for a lot of people, myself included. At which point are we ourselves, and not a mere simulation of our surroundings and foreign expectations? But I digress. Great job with this one, definitely one of my favorites.
Oh wow this game is huge for a game jam haha, it took me 52 minutes to get to the ending, but it was a pretty unique experience.
The story has lots of curious aspects, such as how different characters treat each other and how everyone carries the "weight" of being what they are (a veil of prejudice - misconceptions about oni, about women, and so on - and how the main character navigates through this whole mess). It also has a whimsical side to it with different types of creatures and all, like, the star-shaped hole in you-know-who's chest was wild!
The combat system reminds me of SMT/pokemon with the opposing elements, but with the interesting twist of changing stances. One thing to note is that the main character starts out very strong, with a complete set of skills, which can be overwhelming at first (I'm glad I have some experience with J-RPGs though). The possible strategies were really cool though, and I felt like almost every skill was useful in one way or another.
The battle against the "invulnerable" opponents was a real shounen experience - the whole fight was very enjoyable, cutscenes, new skills, a hidden power, the battle had it all hehe.
Super cool entry, great job with this one. I had lots of fun!
Suuuuper fun mechanics, I really like this game.
I kinda wish there was no stamina so I could dash through everything without much of a concern, but alas, this is really interesting.
Are there multiple levels? I defeated all enemies on the first level then nothing happened.
Great job though, I had lots of fun.
I love the theme. animations, and style of this game. I wish I was able to play more, but for some reason the game loaded with some magenta squares on top of what I assumed to be the menus, so it was kinda hard to navigate.
The attack animations were juicy, and as I just said, the style is pretty cool.
Please let me know if this problem is new for you because if so I may try this game again on another machine.
Interesting environment! I don't know if I instantly found out the best strategy but attack + lunge attack right after would kill most enemies easily. I used shift + lunge attack to move as fast as I could and it was cool to turbo across the environment after fighting some enemies.
I think I was almost reaching the end of the game (after lots of stairs and a bridge) but I unfortunately got too excited and sprinted and lunge attacked right on a NPC, which sent me flying back at a ludicrous speed to the lower part of the game.
Overall I think it was a very fun game. Combat could have more feedback, like maybe a visual effect upon hitting enemies, or a knockback, but other than that, I enjoyed traveling through the scenery, fighting and talking to NPCs.
Great job!
It is a fun platformer with interesting visuals. I wasn't able to beat the boss, got there multiple times but kept getting wrecked by the contact damage.
I liked speedrunning the level- after dying to the boss I would try and get there as fast as possible.
Also, I think there's something going on with the ammo as well, I would suddenly stop shooting after some time, during the boss fight.
Regarding feedback, I'd say that there is some jankiness to the collisions. Nonetheless, good job!
I had some issues initially with the controls, using the mouse to rotate and all. But when I got used to it, wow, this game got FUN.
While I think dying in two hits makes it tough, it seems like it's the whole point of the game, to learn how to fight properly so you get hit as rarely as possible while slashing through the enemies. And in my opinion it worked really well: After figuring out the controls, every death felt like a mistake on my end, which motivated me to keep pushing. And well, you did mention that it is a hard game hehe.
The combat mechanics were incredibly safisfying, you nailed it in this regard. I loved how the different enemies required different strategies (like blocking the attack of the axe wielder before going crazy)
Great job on this one, had lots of fun, I got through all levels.
This game is full of charm with its characters dancing to the rhythm, and the colorful effects are a hit.
That being said, it is a very difficult game, even with the tutorial. I got to kill the first boss after many attempts, but the second one with the fake hints got me. Maybe a slower tutorial/more hearts/less enemy health could help with that. Very cool game nonetheless, I love the style, and had fun playing it. And when you do connect the hits, it's super satisfying.
Interesting gameplay. If I may give you a bit of feedback, the visuals could be really improved by using the same pixel sizes for everything (I'd avoid stretching sprites unless it's very much on purpose). Also, a visual feedback when connecting attacks and receiving hits would also be nice, to give an oomph of impact.
I got to the ending, interesting boss there hehe, the hydra was really intimidating.
I returned the stone!
I never thought this kind of jump would feel so satisfying (really high jumps and really strong gravity), but it really fit the game. The idea of stealth/ one-hit kos works very well since there are checkpoints, and I got punched a few times haha. The Enemy AI was a bit clunky at times, but I had fun making fools out of them.
Overall very fun game, good job!
I had a blast playing this. The game has been blessed by having a save/continue system going on, because I had some softlocks but I could restart the game and be gladly put exactly inside the puzzle I was playing. Especially right at the end, because sometimes the game would freeze after falling on the last gauntlet.
I also accidentally got to the "outer" side of the level after traversing the tunnel while crouching, but no biggie, exit/continue came to my rescue again. I noticed it because suddenly there were no lights, only dark corridors haha. I almost thought it was going to become a horror game all of a sudden hehe.
The puzzles were very well made, and the whole thing about throwing your sword and teleporting to it was very satisfying. I had some cool eureka moments (like on the elevator puzzle thing, and the one where you have to climb step by step.
Visuals were pretty interesting, I loved the dripping effect and the floating lamps. Music fit the game perfectly. Overall super nice experience, great job! The game reminds me of first person puzzles like talos principle, but with samurai.
Hi! Thanks for playing, I'm glad you enjoyed it! I think you mean the spike sequence after getting through the door, right?
It requires backflipping to get to the highest point, and then dashing at the end of the platform. Check this out:
Now if you meant the first set of spikes: the first one you can jump over. The second one requires a dash + jump. However, the jump needs to be performed after the dash starts, which means after the charge up time, otherwise you'll end up with almost no speed
Oh hey! Thank you for playing and for the feedback!
I think I wasn't able to convey it properly, because it happens in a kinda confusing way: But the moon has 999 HP and after 8 turns it swaps it's HP with the green character, moving down to a range of 25-40 HP or less.
My initial idea was to make some kind of dialogue and make a special (slower) effect for the life swap, but I kinda rushed it because the game needed a final boss haha, and I wanted to create a unique mechanic for it.
About the audio, I think it was a matter of experience. I wanted to make a "radio-esque", low quality effect on audio/music but I think it killed the bass altogether. So yes, it's a stylistic choice, but one I could've improved by proper mixing and mastering.
I love the concept and the design of the monsters. The grid reminds me very much of another game of yours, Apoplex! I think it was the snail tactics one.
I'm guessing probably others have commented on this, but the letter minigame itself is pretty hard hehe. I died so many times! I think it's a very interesting mini-game, but a tad too unforgiving. Maybe instead of losing after instantly touching the wrong letter, there could be a small buffer where you could still get away - that way you could feel like it was indeed your fault for not positioning yourself better.
Balancing is tricky, and in game jams it's something I find very complex myself because we can't simply patch the game to fix balancing issues. My game has a similar issue with the last boss, in which depending on your choices, it becomes extremely difficult (if not impossible in some cases) to win against.
Visually speaking the game is absolutely lovely. The description card, the menus, and even the borders during the minigame are very good - it nails its style in a very charming way. Despite the difficulty, I had fun playing it. Great work!
I'm really impressed how you made a tactics game with all the stats, skills, AND a story to accompany with. The game is super charming ,and I like the pet mechanics. The first mission was very fun to play, and it felt very tactics-y indeed.
However, I think some bug kept happening with me during the second mission. The starting cutscene would repeat twice, and then after that every action would count twice. So I would always pet twice in a turn, hit the same enemy twice, and so on. And that would happen to them as well, so it was very tough to stay alive. Spyro died in 1 turn to the cat I was supposed to pet and bring to my party. I tried playing it again, started a new game but unfortunately the same bug happened again. Do you know what might have caused the issue?
That apart, I like the dialogue and the characters, and the battle system itself is pretty solid. I didn't except seeing a very cohesive tactics game like this in a jam, great job on that account!
If you do happen to fix that bug later, lemme know and I'll try it again. Kudos!
This is incredibly mind boggling, wow! I'm so happy that I could beat it - what a crazy experience. I have nothing to say, only that I'm still trying to wrap my mind around how everything is done, and how you could create puzzles and mazes that in the end make complete sense. Like, how? (Maybe looking into non-euclidean will give me some answers lol)
The water section almost drove me crazy, but getting out of it was so satisfying. The feeling of being lost was spot on, added to the tension of being underwater with limited oxygen.
Also, the music reminds me of World of Horror with its cadence, which is really cool. Did you compose it?
I loved it, great job!
Fun game! I was confused (I think I still am) to what was actually happening on the screen but I suppose I was doing the right thing because I was fixing stuff and finishing the levels? hehe
My favorite power up was definitely the pulse because of its cool effect. I started playing with the mouse but I found the arrow keys better after some time, despite some control issues (being stuck sometimes).
What I really liked about it was the chaotic nature of the game, running around in circles to deglitch everything. Good job!
This game is so fun! It is a little bit slow, and the lack of sound didn't help in that regard, but the gameplay makes up for it. I loved experimenting with spells while building my army of cannons. The different enemies make you stop and think for a bit before just casting spells haphazardly. I can definitely see a full game with this mechanic and different kinds of characters, enemies, and machines. Great job!
The rotating board def reminded me of YuGi-Oh! I like the cards and their illustrations. The overall controls were a bit confusing at first, but I quickly got used to them - if I were to give any feedback maybe mouse controls would help with this kind of game.
The combat animation and overall mood of the game are good, and I like the variety. I think the board could be smaller so it wouldn't be as intimidating at first, but when you get the hang of the game, it all makes sense. It is definitely interesting to see a card / board game in 64x64.
Is there any way to unlock the other board? I couldn't seem to figure it out hehe.
Overall, pretty interesting experience! Good job!