Really fun game, and surprisingly difficult! The pixel art is still incredibly good, and once you get used to the controls, the game gets a lot more fun! Really unfortunate it wasn't playable during the jam.
Regardless, it's a really well made game :D
mapo
Creator of
Recent community posts
starting out with melee enemies, or even dummies would definitely have been better! Somehow I never really thought of that. Also, you can just remove the chain with D and then throw the ball again with X; the old one will just explode. It never gets explained in the game unfortunately, so that's on me.
Anyways, thanks for playing, and for the feedback :D
The art was very charming, and I found it to be surprisingly difficult near the end! Also, the cat kind of reminds me of my rabbit, she'll eat anything you put in front of her face including books and cards lol. The audio is also nice, and I like the atmosphere of the game! Overall a nice relaxing game :D
I really like the art and dialogue, and the audio is also nice. At first I thought it was fully RNG-based (I got - 50000 on my first run lol), but there's actually quite some strategy behind it! Very fun game, really enjoyed playing it after I got the hang of it :D
Also, love the sea slug logo, it's very cute :>
I'm glad you liked it!
I agree that the controls are a bit too difficult, especially when introduced in such a short timeframe. I also agree with you on the fact that throwing leaves you a bit vulnerable, but not freezing the player introduces quite some problems. Though I'm sure there are workarounds for those, I didn't really have enough time to figure those out :<
Tying the aiming to the movement keys was something I got from Celeste, though I admit I also noticed it being a bit inconvenient a few times. Perhaps some acceleration would help with that, or just a slower movement speed in general. Though using the mouse would be a good option, I prefer to have all the controls on the keyboard, though that's just something with me.
The ZXC keys were also something I got from mainly Celeste and Hollow Knight, though I suppose supporting WASD and Space couldn't hurt :>
Thanks a lot for the extensive feedback, and for playing! Though I won't be working on the game after the jam anymore, I will keep all of this in mind for the next jam :D
Glad you liked the art!
I didn't really want to have the spikes out by default since it sticks to walls upon hitting them in the initial throw, something I unfortunately didn't really explain in game. I was thinking about having a way to toggle the spikes before throwing it, but I wasn't really sure how to show that on the player, and I didn't really want to add any UI to the screen, so I ended up just leaving it at where it is now. I probably should've added that though, but I got in a bit of a time stretch on the final day :<
I agree that the controls can be a tad too convoluted though, I'll keep that in mind for the next jam!
I was thinking about swinging and spinning around the spikyball for the theme, but if I'm being honest I can't really see it either lol.
Anyways, thanks a lot for playing, and for the feedback :D
I somehow completed all the levels, including the secret ones, even though I had absolutely no idea what I was doing lol. The pixely style fits the puzzles very well, and the game is very polished. I can't even fathom how to code something like this, let alone even design the puzzles, insane job, definitely one of my favorites of this jam :D
I totally agree with you, it's definitely not bad, but I feel like it would be fun to have the sounds and music made by myself!
The thing is, you can't always find everything online, or it'll just take a lot of time to find it. When learning to make it yourself, you can always go exactly for what you want, plus it seems way more fun to me :D
If you look at games like Deltarune and Celeste for example, they have absolutely incredible music and good use of SFX, and that's something I want to work towards, even if very slowly.
I really have to learn how to make SFX and Music, I tell myself that after every game jam lol, but this time for real.
Anyways thanks a lot for the kind words :>
I'm happy you liked the art! I do have to say I did not make the SFX and ambience myself, but rather got them from Pixabay and Freesound. For the cutscene I was aiming for something like Celeste, so I'm glad to hear that turned out well!
I agree that the game is a bit rushed near the end. I initially wanted to add more screens in between the introduction of the controls, but in the end I didn't have enough time.
Anyways, thanks for playing, and for the feedback :D
Glad you liked the game! I recently discovered I didn't add proper coyote time, so that's why the platforming can feel a bit rough. The controls were also introduced in quite quick succession, so it's normal to have some trouble with that. I initially wanted to add some more screens in between all the controls, but due to time constraints, wasn't able to.
The last two agents were supposed to resemble some kind of boss fight, since I didn't have enough time to add a real one in. I have to say I too have died a lot to those two while testing, so that's also normal.
Thanks for playing, and taking the time to leave a comment :D
I love the pixel art, and the game is giving me Celeste vibes! I tried for quite some time, but I couldn't get any further than the top half of the buildings. I am definitely coming back to this though, since I really want to beat it!
Definitely my favorite platformer so far :D
Edit:
Made it! Took me way too long, probably like 2 hours or so, also didn't expect that ending lol
I am very sorry to hear that. I think the issue is the game being set as windowed with a resolution of 1920x1080, causing a lot of the screen to be cut off. I think I have fixed it, and I've submitted a ticket in the server asking about the issue. The mods say it is allowed, so I'll upload it as a separate game and delete it afterwards.
Oh, I didn't know that, thanks for making me aware of that!
I think it's because I only have a singular raycast checking directly down the middle of the player sprite for ground collision. When that raycast goes over a ledge, but the collision still keeps the player on, the player script will think it's airborne, and so you can't jump. I did add some coyotetime for making the jumps smoother, but that doesn't apply when you're standing at a ledge for more than 0.1 seconds :[
Thanks for playing, and taking the time to leave a comment, I'll keep your feedback in mind for the next time I'm making a platformer :D
The visuals and audio are very nice, especially together with the CRT effect. The game is very polished overall and it feels a lot like Slay the Spire, which I really like!
I got to somewhere around round 12 or 13, where I got annihilated by Catarina and another guy who dealt 80 percent of my max health.
Very good entry, probably my favorite so far, and insanely good for your first game jam :D








