Admittedly, we didn't explain this very well in the game. Pressing Q will kill you but leave a zombie where you died, which you can use as a platform to reach places you otherwise could not.
mvn
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This is-
This one is just perfect.
It has one of the most unique approaches I've seen to the theme. The gameplay is simplistic (and therefore there's nothing to break) and fun, and the art style is clean and pleasant to look at. I especially like the little touch with the red guiding laser for your projectiles.
Well done.
I'm not one to usually play visual novels but I like what this one does.
FUN - Visual Novel; just click to advance the game. It has a resource management system, but with only five time periods, you don't really have many opportunities to think about "the long game".
ORIGINALITY - This game took the story-telling route for the theme. Not only that, but it used a real-life scenario we are all going through for that story-telling route, which makes it relatable for most, if not all of us.
PRESENTATION - The pixel art, although simplistic, feels great.
Thought this was a troll submission at first from the title. But no, it's a serious game.
FUN - Puzzle games are not my cup of tea, but I thought the game was pleasant to play. Subtracting some points for confusing mechanics that aren't explained in game and are only explained on the game page.
ORIGINALITY - dzgrckzgbzdg does a great spin on the jam theme, and even though "two things connected by a chain or line" is pretty common, dzgrckzgbzdg uses it cleverly by making the "two things" and the "chain or line" work together to navigate the levels.
PRESENTATION - I adore this art style. It's unique, it works well, and overall it's just well-done. I'm a sucker for games that have unique art styles like this one.
Fun - Simplistic concepts made complex through the use of physics. I enjoyed wrangling this ball-and-chain under my control through each level.
Originality - Linking two objects or players together with a chain is a common approach to the jam theme, but I like this game's spin on it.
Presentation - Simplicity over all else. I like it.
Thank you for feedback.
-Agreed on this. I feel like I should go back and fine-tune the gravity level, but the deadline's already past so it's too late for that.
-The dash is heavily inspired by how Hollow Knight implements it. Actually, the game takes a page out of a lot of other games.
-To be honest, the difficulty was very much unintended, and I only noticed it at the very end of the game jam when I finally went in to implement a death system. However, I seem to pride myself on the fact that my submission is difficult, and if I ever went back to revise this game I would make sure to bring over the difficulty (although probably toning it down a little).
-I procrastinated on the menu until the very last moment and the quality sure did suffer for it.
Yeah, by the time I got to level creation I realized that the player movement was both too slow and too buggy to fit with a lot of the levels, which I think is half of why this game is so unintentionally difficult. I'm pretty sure the Spikes level is straight-up impossible because the spike hitboxes are bugged.
This is a good one. I didn't understand the mechanic when I first played it, but when I did I really enjoyed it.
One critique I have is that the planet orbits don't have that much of an effect on movement, and I really would like to have them be more physics-based (by that I mean they can fling you instead of just dropping you).
Thank you for the feedback.
I was originally gonna add features like level restarts, as well as a settings page for difficulty modifying or "quick death-screen", but I was lazy with my project and a lot of it was put together last second (which is why I was surprised when you said the title screen was put together well).
To be honest, the hard difficulty wasn't meant to be there in the first place, but I never noticed until I implemented an actual death mechanic (which was right at the end).
I plan on revisiting this project later on to make it better, so again, thank you for this feedback.
First of all, gorgeous graphics.
Although I didn't get far since I'm on a touchpad which is inferior in nearly every way to a mouse, the gameplay was fun. I especially liked the theme of taking control of your enemies.
One complaint I have is a massive slowdown from taking damage, but I assume that it's a bug so I'm dismissing it since most game jam entries are bound to be buggy.
First of all, gorgeous graphics.
Although I didn't get far since I'm on a touchpad which is inferior in nearly every way to a mouse, the gameplay was fun. I especially liked the theme of taking control of your enemies.
One complaint I have is a massive slowdown from taking damage, but I assume that it's a bug so I'm dismissing it since most game jam entries are bound to be buggy.