WASD or arrow keys to move
Go fullscreen otherwise the UI wont show up
focus on the homing asteroids early to farm EXP
MoeLow
Creator of
Recent community posts
the game was a little too hard to finish, some things i think can improve it is working on the camera system either making it static or have some damping and look ahead, another thing that can improve your platforming is having gravity be weaker when jumping or going upwards and stronger when falling, this gives the player some hangtime and enough time to make out where to land its really easy to add as well.
but good work on the game, the opening cutscene was nice
im a little late here, just want to point out here that coyote time and jump buffer are not the same thing
jump buffer is queuing the jump if the player hits the jump button before reaching the ground, just in case you hit jump 0.01 seconds before landing (hitting jump and having nothing happen doesn't feel good)
coyote time is the grace period given after leaving the platform again so you dont have to be 100% precise with your inputs
i really like the grainy feel to it, i would say it needs some contrast perhaps having the characters glow or the ground be a different color and for some enemies the lack of contrast works in their favor like the spiders which are hard to spot (which is good design in this case), the look ahead is a good feature but the damping on it might need to be increased and the look ahead slightly reduced. but overall good game
simplistic art style is pretty good good use of contrast here, while the music did feel right for the climbing theme it did feel a little off harmony and i had to turn it down since it was too high and kinda made voicelines hard to hear. (this is definitely a skill issue on my end) but i couldn't stick through with till the end physics based precision levels are not my thing however the levels are well made
bouncy blobs gave me nightmares
And that is why I put the restart note on that level, idk how to do a check if the player is going to get crushed or how to prevent the player from falling in the tile map, do I do a small check before the door is going to close or is it something with the player collider?
If anyone knows I'd appreciate it if you would reply to me with the method 🙏
(Edit: And thanks for playing!)
reminds me of fire boy and water girl, polar opposites working together to reach one goal, would be really cool to see this have a local 2 player gamemode using button movement. levels were all well designed introducing concepts little by little although not being able to cancel movements made misclicks very punishing and at times angel seemed like she had a mind of here own
Hello and thanks for playing our game!
I am very aware of the the issues you mentioned, I really wish I could have done a lot more but let's just say we had some issues while developing so we ended up cutting corners
The tilemap is reused from another game of mine (because game jam) and is the only reused asset, and it is trying to go for that dark theme you mentioned but it is still in its early stages, I also added key rebindings to it just before the jam :)
I just need to change it from a rar folder to a zip folder now that I understand the differences between them
nice,kangaroo did feel like it wasnt doing much and only sometimes reaching some places that are out of reach, and the dash and rope probably needed a little more control like disabling gravity while dashing or attaching you to the rope when climbing, there is some tech you can do with it like using the kangaroo as a ramp to angle the dash upwards which was fun to mess around with
i enjoyed it, i was only able to play the first part as it would crash when starting the second part on web(i have a screenshot of the message that i can send you, i believe you can fix it since it does could as game breaking ) the boxing could use some balancing, there is some skill to it but it feels like mostly swing and pray you hit or you get lucky with a first strike, but overall really cool idea
hey sorry for the late reply, i have put in the description how to pass every level
but to sum it, you need to punch the boxes in the correct order, if you stand on a box and call it will either give you green flash or a red flash, use this to find out the combination of the boxes to trigger to open the door (this part was probably the worst designed part of the game, i had to rush out the levels so i couldnt really focus on the clarity that much, sorry!)
very good art and sound design! it reminds me of Chain Together in a way and is a nice twist on the frogger aspect (the children level makes it into a bullet hell which i love!), i do feel like making the player move faster when you are not tethered would make if feel a little less slow paced (considering that you are immune to cars) or maybe a sprint button


