Sorry you've experienced this issue!
It doesn't really break the game, you can press "Ignore" to continue ¦3
Cool concept!
I enjoyed the way you introduced new enemies and then created different situations combining them in many clever ways! Also, thanks for putting in a secret room with an HP upgrade (I initially thought there was a glitch on the tiled map, but that was a nice surprise!)
The game length helps you taste the idea and not get too bored with it, as giving the ability to fly from the beginning pretty much breaks most classic Metroidvania game progressions, making it too easy.
And there seems to be no reason to map actions to the mouse button. Putting them back on the keyboard where they belong will give you extra accessibility credits for free ¦3
Crabs? Bats? Swimming? Hmmm, that reminds me of something...
The overall execution is incredible! There are so many nice little touches: surface-based footstep sounds, separate animation for crouch, swimming transformation, water shader... You even implemented fully functional slopes!!
That water body collision is truly a pain to handle. In our game I ended up switching the collider between a rectangle on land and a circle in water, but it still feels a bit weird.
It's a bit of a shame you teased with different routes that require a double jump, and then cut that ability out of the game ¦3 (but that's better than creeping the scope, well done on prioritizing!)
The only problem I had was a very big input lag. Everything happens with a noticeable delay.
That's a great foundation to expand from, well done!
Very nice and well-concentrated game!
I love the art style (especially the environment with so many variations), and all storyboard cutscenes were just amazing ¦3
The dialogue near the first bubble tea station implied there could be a trap, giving that PTSD moment without ever implementing the actual trap, which was brilliant!
The only problem I had was with the first boss. It seems to be too tough to deal with, but after a hard fight it decided to infinitely walk into a wall, letting me finish it. But that didn't happen with Ivy, and the last fight felt fairly challenging and interesting.
Thank you for this experience!
Absolutely fantastic game! Can't believe you did all of that in just five days, great job!!
I love the style, it's very simple and effective.
The set of abilities is very creative, and changing outfits was a great touch.
(it was very fun to explore the map in the editor, thank you for some clever ideas! ¦3)
What I really liked:
And let me try to explain my experience in reverse chronological order (it will make sense, hopefully!)
With my last try, I was able to follow the bird, collect all the pickups and upgrades (that was a shame to use the sword only once), and finish the game by getting some "return the color" ability that was just a flashlight.
The previous time, I realized that you can only stick to the wall while in a zero-gravity zone. Sticking to the door breaks controls, and you can only fix it by shooting in some direction and hoping you'll stick to a wall soon. Unfortunately, I couldn't make it, and was left out of bounds.
On the previous one, I was trying to collect all the pyramids, and was hit by a closing door while trying to leave the room. That led to the character floating out of bounds forever until suffocating in the no-oxygen zone. I discovered that resetting the level only resets some of its parameters, breaking others (the bird appeared again, but zero gravity never turned on).
Earlier, I decided to explore the no-oxygen room, and was very surprised to find the charging ability and the bird there. I guess this is how you were supposed to discover them.
Before that, I figured out how the color-eating ability works, but the charge attack didn't work anymore. Should I not eat any color for it to activate? I got stuck on the bottom floor again, but the bird never appeared. Color-eating ability does not seem to work on other colors, though, which is confusing.
On my first play, I fiddled a bit with controls. It was nice to have the charge shot available from the beginning, but it didn't seem to have any effect on the left door. I went down and was able to lock myself in the bottom room by jumping from the elevator. Then a bird appeared, unlocked the door, and turned into a boss. After it was defeated, the light turned off, and the gravity changed with a little tutorial box that disappeared the moment I pressed something, so I got stuck there in the dark, unable to pick up the magical battery (the only thing that seems to be active in this room). The only thing I could do was to slide left or right (completely forgot about the aiming or charge attack by this point, as they were never needed).
I think, you could make your life easier and the game better by removing some of the features and shifting the polishing focus a bit from UI to gameplay, but I can totally see the appeal to challenge yourself in making all of that ¦3
The art style is great, and the sound design during the opening gave me goosebumps ¦3
Skating controls felt very satisfying. The level layout is very confusing, but it was fun to skate around different areas trying to figure out where to go and how to do it. The sense of exploration is amazing in this game!
Great game! It was a bit sad to see the witch in that state, but the game length is just right to get a taste of it and not to get bored.
The art style is very good, I love the hair effect (can't imagine how long it took to make ¦3). The glowing effect and the lighting are great, and seeing how the scene changes as you go outside was very pleasant.
Sometimes I'd wish to have that "swish" move (where did I see it? The Messenger? Ori? great implementation!) on a different button from attack, but it is easy to get used to ¦3
The art style is kinda strange, with pixelated characters living in a high-detail environment. I guess, having sprites of different densities scaled differently compared to each other contributed to the visual inconsistency.
Visual and light effects are great, though. The effect of the ultimate strike is very cool!
Levels are huge and mostly empty. I tried to find hidden items or something like that, and it was interesting to get upgrades in the Mushroom village. Seeing the huuuuge map of the third level, I decided to speedrun it to see what these colorful markers are going to do, but it got boring after ~5 minutes, and I was only halfway to the first marker.
So, my general thought: it would be really cool to have smaller, but more eventful levels ¦3
Hope to see more games from you!
Out of Python, Construct and Rust, Rust is my favourite, as it is the only one that does not punish me for the way character controls ¦3
I guess, these controls are the hardest boss of this game, with nanosecond walk moves you half the map, and, at the same time, each jump keeps you in the air for hours. If that feeling of despair is what you wanted, you made it all well!
The art fits well with the game. All the bosses felt unique in many ways, from how they look to how they interact with the arena. Good job!
Nicely implemented slick physics simulation ¦3
Something that impacted my personal experience:
Music is great! It's a bit too loud, though, even on the lowest system volume; maybe you can put the volume slider instead of the"mute" button?
Great visuals and sound ¦3
It's mind-blowing how you managed to build an entire cooking system in such a short time! It's a little bit rough around the corners, but it adds so much to the feeling of routine survival.
I'd like to see some goal or story progression in this world, yet that seems unreasonable to expect within the jam timelines. Hope to see more post-jam!
That's a cool top-down shooter with a very interesting idea of transforming the arena to suit your abilities better.
Battle balance is great, adding the ability to throw them away or to break them off obstacles works really well and adds another depth.
It would be cool to know where the enemies are, as most of the time I had to look for them hiding in corners.
The opening cutscene is an absolute cinema, well done! And the ice effect of glowing and reflecting is awesome too!
Nice variety with so few sprites, great gameplay idea!
I like all these small touches, like gathering around unlocke back, jutsu, and scribbles on orders ¦3
It was very fun to interact and solve different conditions. A bit of a shame that I'm deaf, hearing these guys squicking and splashing would be adorable.
Great visual!
Gameplay-wise, the biggest improvement could be made by increasing the game pace. The more "ball sponge" enemies appear, the more boring it gets to just circle around the horde, slowly passing them hundreds of balls to get to the next wave. Maybe making some permanent upgrades could make the situation better, but this genre is time-consuming to find the right balance.
Another minor thing is character colliders. I guess, you've left them that big to make the z-ordering problem less noticeable, but as a drawback, it makes it feel a bit unfair in different situations.
Otherwise, great job making so much content in just 3 days! ¦3
Nice artstyle, very bold and colorful!
I can't figure out how to win, though. The only way I can score is for AI to glitch and push the ball backwards. Otherwise, six decently skilled players against three does not sound fair (not counting myself, but maybe I should be counted as a dead weight for my team :<).
But overall, it was fun to try out, well done! ¦3
Neat and tidy!
I love the art and simplicity of this game.
At first, controls felt a little too sensitive, so it took some time to adapt. And the surprising dynamite makes an interesting twist. It felt like the game expected me to control the ball to avoid the explosion, but that greatly overestimated my abilities ¦3
Great experience overall, well done!
Such a cool concept of adding Moorhuhn into a dungeon crawler, and it works surprisingly well!
Thanks for being so forgiving of my terrible aim. That was very satisfying for the game to let me sweep through targets even when I am not very precise, it adds a lot of fun trying to keep the combo counter as long as possible.
Great controls, and nicely executed overall, thank you for this lovely time!
P.S., oh yeah, the tutorial is a chef kiss, made it so much clearer.
What a charming game! I loved all of it, especially how cohesive everything is, from beautifully simple art to that doodly background music (and to the name that made me giggle)!
Unfortunately, at some point I stopped getting new orders, and that bar began to constantly grow.
I hope my work at the laundry didn't upset anyone ¦3

Me: playing for some time, and then spending literally 5 minutes just to die and submit a score
Game: you're supposed to play 7 runs in a row, then submit the score
Also me: T_T here goes my 218 points
It was an interesting attempt to place the golf movement into a rogue-like setting. I'd only wish the pace to be higher, as everything takes way too long.
Well done finishing that in such a timeframe!
So much effort, great job!
I had some trouble figuring out how to play, as if you move the bullet not fast enough, the drag will just reset, and it's not obvious if it's intended or not. But after learning to quickly fling every bullet up, it worked for me.
Everything apart from the frog boss felt like no decision of mine had any effect, and after a couple of fights I was hoping to get the "just charge them all and fire at the first enemy" button. The rolling barrel contributed into that feeling, since everything seems to be shot at random in a Russian roulette fashion (but that was my misunderstanding, as I got on the final fight). With that insane dodge chance (is it around 80%?), there is no room for strategic planning to "stun-heal-attack", as both "stun" and "attack" will most likely miss.
It's impressive to see a multi-screen deck-building game made within a month, though, keep it up! ¦3
I could only find two golden compasses :<
I like the mood of this game, very mysterious and unsettling, with all these hungry sharks waiting to take a bite.
The radar seems to only be usable to detect dangerous objects that could kill you without being seen, as the radius is way too limited. Together with such restricted visibility, it renders even the starting room as an endless maze, where you can spot the golden compass by pure luck.
Nice interpretation of the theme, though, good job!