Really cool concept and great sprite work. I think the difficulty really needs some adjusting though, I was failing so much so quickly that I thought I must've been missing some core mechanic.
LurkerGames
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Thank you very much for the positive review and the detailed feedback! I agree with pretty much all of the feedback you brought up. For the bug with going out of bounds, that was an issue that I continually had to iron out. I didn't experience any of it for about the last 6 hours of the jam, but I have a few hunches on how it could still happen. Still, I had intended to program in a pause screen with a restart level option, but it just barely didn't get it programmed in in time (there's an art asset for it in the files and most of the logic is there if you manage to lose all your hearts, I was literally just like a half hour short on time).
For the aiming, that was also a tough part to nail down. Ducky has 12 different sprite directions he can face, which means 12 different sets of most animations and a heck of a lot of work for the artists. It feels pretty good I think, but it isn't as fluid as rotating a 3d model would feel. I based it a lot on Star of Providence's aiming, which doesn't technically have a reticle. In hindsight, I think the smaller levels in that game basically give you a reticle there even though it didn't technically have one.
For more visual feedback when an enemy is killed, there's a slightly different audio cue and a death animation for all enemies, but it is hard to see and hear when things are more chaotic. I intended for there to be hit stop as well as some more visual flair on collisions, but again both were skipped due to time. I investigated hit stop a decent amount but my logic on how everything was timed made it too hard to implement before the jam ended.
The intro sequence is great! I like the concept of needing to freeze enemies and push them off stage to defeat them. I found that aspect to be a bit underexplained, so it took me a bit to figure it out, but it was fun once it clicked. I also found the enemies' attacks to be fairly difficult to dodge.
This was a very fun, chill platformer game. I loved the vibes, and its an ambitious undertaking to try to make a sandbox platformer for a game jam. I do wish some platforming sections were a bit more forgiving and the sliding mechanic was more explained, but once I figured it out I had a lot more fun. Great game!
A fellow pygame dev!
Congrats on making such a stylish, smooth running game. I really liked the puzzle mechanics and it was satisfying to solve them. I liked how clean your options menu was, I'm jealous of how well the scaling function works. Did you use opengl at all or are you entirely using pygame features for rendering?
I really liked the pixel art and the music. I had some difficulty getting the controls to click for me. There were aspects of it I liked: I could tell the mid air dash was supposed to feel similar to in fighting games, I like a good bouncy ground pound and slow mo bullet shooting is always cool. However, there were situations where I wasn't really sure what the developer intended way to progress was. For example, in the first level with the blue enemy, I could bounce off the blue goo, but I couldn't figure out any way to maintain momentum and kill the green shielded enemy with a bounce. All I could do was skate close to them and hope I'd be able to get enough height from the jump to shoot down at them, which didn't feel as slick as what I imagine you guys had in mind was.
i tried to seduce my tax collector and now i am in jail.
Great art style, I like the general concept and the walking animation is really well done. I do think it would be more fun if the controls were a bit tighter-the jump's a bit floaty and I think some of the dangerous objects blend in to the background a bit too much. I did unfortunately hit a glitch where it froze after blowing a kiss during my first playthrough, but it worked fine after refreshing. Fun game!
I really liked the music and the atmosphere. I had trouble determining if I was locking in one or two upgrades per round, and I had a hard time determining how the scoring was working. For example, it said my machete beats gun & bomb, but the opponent's nuke beats knife & gun, so I wasn't sure who was going to actually win.
I wish this was a bit longer, because what's here is really good! The cover undersells it, this is a bit more unique of a sequel to your game from last year than I anticipated. The 2.5D effects and comic book panel-y transitions are really cool. The swinging and boosting mechanics felt very fun. Good job!
Great intro animation and cover art. What engine did you make the game in? The framerate's very smooth-that's very difficult to do when not using a third party engine.
I did find the game pretty difficult, pressing R instead of T at one point exited the game, and unfortunately there is a bug after the platforming section that completely halts progress. Still, getting this far with you own engine is very tough. Good job.


