I'm surprised by how well it works, it looks complicated to make. I'd like touchpad support but it's good anyway : )
matchaberi
Creator of
Recent community posts
The dizziness meter seemed too harsh, especially not being able to direct the movement when falling, and I felt pretty lost in the city. It felt like the answer (the park) was right there, but it had the warm air, and I couldn't plant the seed there, yet I couldn't see any other right place either. Wandered around and didn't see any fitting place either. It was a bit frustrating. The idea and the game are beautiful, but I think more relaxing controls would've fit better. Some more feedback would be that it could improve the experience by adding an indicator of how near the crosswinds and other types of areas are, because it's hard to tell the depth when you're almost there.
First few minutes it was difficult to understand but as I kept playing it got better. The UI felt a bit confusing at first sight, with what was interactive not being very distinguishable from what wasn't. This was worsened by the fullscreen ver. not working very well (I was using Chrome). The music was cool but also became a bit tiring after a while.
Leaving all these aside, this game was impressive, I'd play a full version with progress saving : )
It's hilarious, and the 2D art looks awesome! Idk how precise the spin detection really is since I went pretty crazy there and it still seemed to do fine, but that's ok : ) I'm curious about how you made it work, I want to make something similar for a game.
I also liked the choice of music, it adds to the fun!
Cool small game : D I'd like to play a full story with more gameplay in the future if you happen to continue working on it : )
It's pretty hard with the platform restriction and bumping the cat's head -hey, an animation could make that even funny- on the ceiling and the upper platforms, but it's fun, especially when you win. Although other than the spinning when changing to next levels as a transition, I don't really see the theme. Also, it doesn't seem like the objects are detecting well when you go past them since often they don't fall, but maybe I'm missing some requirement.
The idea could be fun, but I miss some kind of objective or purpose. I managed to destroy all buildings (kind of hard with the ones more in the middle between two N.A.D.O. "launchers"). It was also difficult to tell what was interactable and what wasn't. Pretty impressive for a first jam, though, and it's really good that you had fun making it : )
Ok, so first thing, I think many Godot web games aren't performing as well in fullscreen as in the smaller size, so...
When I played fullscreen:
The stop/start spinning felt too slow and hard to manage. Some mentos were impossible to catch in time (literally).
When I played the smol view:
The spinning seemed faster, as well as its start/stop. It still felt too difficult though.
In general, it could benefit from something like lives so it's not so punishing, and a bit more control over the start/stop (even in the small view), a faster response even if it looks less smooth.
Also, the cover looks so much like the Cut the Rope character it felt like the whole game would be a rip-off first... maybe change it a bit more (in-game it looks different enough).
Not bad overall, good for a first full game : )
It looks and sounds really good! It feels very polished.
The only thing that felt confusing is that you need to start from the outer side of the clock. Personally, clicking on Shrimpy and then trying to do one of the hours intuitively led me to start from the center, then outwards. Once I figured out the right way, I had to choose either it feeling like a clock and starting farther from Shrimpy to go to the center, angling there and drawing the other hand, or starting from the center to lose less time but it not feeling like a clock. Both felt kind of unintuitive for me. Aside from maybe supporting both ways in the future if you want to, maybe now you can specify that on your page (I didn't really get it just with the tip) for others trying your game.
Anyway, that was only specific feedback.
I loved the little game overall, and I'd really like to see more of it in the future!
Edit: and most importantly, it was fun : )
Thank you, what you said is already valuable feedback! -yes it was because of lack of time ;-;- I spent quite a bit of time adjusting the physics, and I know they're still not perfect, but knowing what's feeling nice for the players and what might need to be changed is very important.
Interesting that it gave you some remembrance of Frutiger Aero vibes! I can figure a couple reasons why, though it was certainly not intended consciously. I guess my memories emerged and formed into this! I'm really glad you liked this aesthetic ^^
Oh, ok, I was trying to figure out whether it was speed-based and even if I had to hit them with the things (hearts?) around the player, but I discarded that theory pretty fast. Guess I overthought it too far 🤣 Maybe you could turn the center circle gray after the first hit or add other visual feedback to make it 100% clear how many hits are left.
I played it again and got to the end. I agree with other comments that an invulnerability window would be nice, and, personally, I think it would feel better if projectiles impacting at the same time only cost one life.
Still... what's with the babies?🧐 (I got -4848 saved ;-;)
Anyway, I mean what I said in the previous comment, the game feels neat.
I really liked the whole vibe. It was a bit hard to get the spin to do what I wanted (it starts/stops too abruptly), so the already difficult gallery/laser-filled room was even harder. The music ended up feeling somewhat repetitive, but at least you had some :) Great game for a ~7 day jam and nice work with the details like checkpoints and Gobby's animations!
Thank you for your mercy 💀😅
Yeah, I know, especially having changed recently to Godot. I doubted myself from day 1, but I really wanted to at least try to participate in this jam (been looking forward to it). I tried to filter the idea down to the core of the game for at least a playable prototype (movement, spinning wheel, and its effects on the player). I'm happy I at least got that part, mostly :P
Thanks for playing and appreciating all that was appreciable! :)
The wheel felt really good for me, I don't know if it's based on player accuracy when it just stops at the moment you hit it instead of still spinning for a bit but it's really nice to have that variation. The chosen music fits really well and the art looks very good. Everything matches neatly. I only expected somewhat of an ending, being something to be tried in a jam, but when I got past lv111 I was like "hella no, I'm not trying to get to lv666 just in case" 🤣. I didn't try to use the spin upgrade either since you already put a warning, but it was cool anyway. Maybe being able to get double weapon would have been even cooler. I also had what was supposed to be the coolest spinning part of my game not work so I feel you there🫠
Got all the endings! though I felt bad in the process for two of them ;o
Chill and fun -love the funny names, Simon's personality, and the little puppets, met at least 3 of them-, good to get out of the rush for a bit! The voice was great too :) Missed some music or at least I didn't notice any even turning the volume pretty high. But good job turning the theme into this cute game and also teaching that idiom!
Please PLEASE adjust the colliders and/or the jump length, it's so hard to get it right, and being killed by just a bit of dust super slightly (to the point you don't even notice) touching the tail is not fun...🥹The game in general and its story are really cute though! That little change would make it a great tiny game, at least that's what I think.
Also yeah dying with the current heat here too 🫠🫠








