I'm doing WASD with my left hand so anything to the right of it really would be more comfortable or even the space bar. Couple games in the jam used n and m keys which gives a slight seperation between the two hands.
MorningStarStudios
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Visually fantastic, only slightly disappointed that the downwards movement animation doesn't look as nice as the hopping in the other three directions. On level 2 if I landed on the exit square while an enemy was spawning that enemy sprite stayed on the screen in that spot for the other levels until looping back around to level 2.
Really fun, especially level 100. Sometimes it gets so busy in the middle of the cube it's almost impossible to find the face you want to click on. Whenever I completed a level I wanted to marvel at my beautiful creation for a moment so I slowly rotated it around, it might be nice if the game did that for you as part of your celebration.
Nice idea of having to loop back to the tree for safety and the movement physics are very nice. More on screen feedback would be nice to know if I've eaten 2 rabbits or not, a second lump on the snake mesh or a counter on the UI. Also had a similar problem to others of going in search of rabbits and getting stuck lower down in the level then not being big enough to climb back to the tree.
Nice concept to have the rogue-like upgrades per lap if you want them (I think you're always going to choose them). No idea what DRS and ERS even mean as acronyms, you may need to explain your terms so players know what they're selecting especially when a lot of the upgrades related to one of those terms.
Really satisfying to build loops that will complement each other and lots of customisation options to make different strategies. Makes me think of Final Fantasy 13 combat where you setup your strategies ahead of time and then choose from them during a battle. The battle itself could maybe have some more elements on screen, such as the contents of the loops to help you keep track. Also, based on the thumbnail image you chose I was expecting a DJ based game.
Really enjoyed this, much more fun to play as the villain and I like the end screen message. The falling backwards attack wasn't very useful. Would have liked to see a couple different opponent builds as not every player in a souls game is coming in with a sword and charging. Could you have an upgrade system where you go to the king and he offers to teach you some different moves that you can swap in and out?
Great start, being able to choose to loop yourself on a certain tile could make for some really interesting solutions to larger levels where there are more than one loop tile in the level and you have to be strategic about how you use them (usage order, whether you use all of them, your movements before stepping on them etc).
Rotating the camera around to get a different perspective on the puzzle was really nice. I never felt totally confident in my inputs that it was going to behave the way I expected when I pressed a button. Levels 2 and 3 are redundant, you don't need both, they're both teaching the player that there are red and blue blocks but they are the same puzzle
Really enjoyed this, the consequences of your actions changing the level layout is a great mechanic, maybe there could be some more negative consequences in the environment as currently my route can change but I'm not being hindered in any way by blowing things up. Pressing both jump and bomb at the same time was a bit clunky and didn't always give me the result I was hoping for plus double jumping while holding a direction didn't always work either.
Really difficult precise platforming and I couldn't figure out how to buy from the shop monster to regain some health. Finding my first hidden passage was very satisfying though while gradually piecing bits together. However, making a certain amount of progress and then being sent back to the start with nothing felt like too much of a punishment to overcome my desire to reach for the quit button vs re-doing all that difficult platforming.
Looked great to me, I loved adding a tunnel and knowing everytime it came around that that was my tunnel! If I don't press the station button a second time I start driving off with the station attached to me? The environment change is also quite sudden and would feel nicer if it scrolled in from the right. Excellent work anyway.

