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N0VA

147
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A member registered Mar 10, 2024 · View creator page →

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Thanks for playing! The balance can definitely be a little off, some of that is bugs, some of that is designs. We're working on fixing both, but whether it'll get patched or not depends on what we're allowed to add.

Thank you so much! We're actually already planning adding more feedback for that, depending on what the rules will let us patch in.

Damn i suck as a salesperson, thank god i quit retail.

as for the game, its fun and a neat concept, but its reallly slow, even on a road, and the ice physics definitely need to be toned down. It would also be nice to be able to move diagonally, though i understand from a design perspective why that might not be doable. I loved the dialogue and the references were charming.

Super creative, but the controls on browser felt a bit janky, and the scale didn't modify to screen size so it was really hard to see anything. Its very fun as a super janky, super light hearted sports game, i had a great time playing!

Ran very poorly on web browser, probably because of all the particles. I wish there was a high score or something similar, and it looks like a UI element was cut off in the top right. Overall well done, loved the variety in items to pick up!

Love the cutscene and the style. The occasional visual bug happened (the monkey spontaneously decided to vibrate intensely), but really fun. It did seem like a second level was planned which didn't load correctly though, but the first level was good!

Felt a little too easy, like maybe the card drop rate was a bit high, but it was super fun!

Really fun! loved the artstyle and the super spinny physics. It would be great if the little tutorial messages were more obvious, i did most of the game chainless because i just never figured out that you could use it.

Damn this is annoying. amazing job!

Movement was responsive, and love the memory type. Wish it was a bit easier to tell when stuff had moved past you, and an endless mode would be really cool with this type of game. Also, the spikes we're really hard to see on the floor. Artstyle was great, and the 2.5D is really cool!

The slopes feel a bit weird with collision, and the jump feels incredibly tiny, making it kinda impossible to avoid enemies. These arent big issues, just hurt how the game feels a bit. Overall, neat idea, and i love the artwork!

Neat roguelike. I wasn't able to wrap my head around W and S being left and right, So an option to change that to A and D would've been nice. Also, none of the upgrades felt super badly unbalanced or visibly worse than the rest. I do feel like more i-frames on being hit, or a stronger indication of when you were invulnerable would be nice though.

Pretty cool with a unique movement style. I wasn't able to make it past the super steep ramp, i just couldn't seem to build enough speed. The game doesnt seem to include any scaling for different resolutions at all, but it was still ok to see everything.

Great job, and super unique take on the theme. One tiny critique i have is that UI elements like connor's textbox and requests can cover up locations to edit, making it really difficult. Also, I think the difficulty curve could do with some flattening out, it was too slow for too long at the start, but then got too fast too quick (my highscore is 61 if that helps provide any context). still was really fun though, loved it!

great job, love the style - reminds me of F-zero. I think the game was a little easy though, the hitboxes on donos and bananas were super forgiving, and on cars were really well tightened. Also, towards the end i started noticing a layering issue - i could see stuff like streetlights and other cars through trucks. Turning felt a bit weird, but that might just be me not being used to 2.5D. great job with it overall though, it works great!

Pretty good, but definitely needed health items and some level elevation - getting a jump boost without anything to jump to (except at the very end in space, and that wasn't very much) feels kinda odd. Art is nice, but some of the tiling (particularly space) is a bit difficult to look at. overall, doing a jam solo is super impressive, great job!

Fr*nch propaganda, 0/10 >:(

jokes aside, this is really cute! loved the painty artstyle. I feel like some of the text was a bit tough to read, it could've been good to add a box behind it. great job overall!

Interesting take on tower defense. Feels like I was a little arbitrarily restricted in movement, wasnt obvious to me why i could only ride in the areas i could. Also, there was no way to visualise towers' range, making strategy hard. The towers didn't seem to have great target priority, and it looked like they picked what was closest to them, rather than what was furthest in line like most tower defenses. This wouldn't be too much of a problem on its own, but combined with the tiny monkeys which easily sped past the towers made it a bit too difficult. The bullets themselves missed fairly frequently, which doesnt feel great when the towers are the only line of defense - I would get me not being competent and leaving spots unprotected, but the towers should be able to hit enemies without fail. The art was great, but didn't mesh well with the background and having 0 UI art, even just reusing the tower sprites made it feel pretty bland. Finally, only half of the buttons in the menu worked. I still had a good time playing though, and think this could be amazing with a bit more time and polish put into it.

Really good! wish there was a little more variety in where ads appeared, since i could put my mouse in one spot (after gun) and just hit 95% of them with barely any movement. love the style too, and the references in the ads were super charming.

very fun, and creative take on the theme! The hitboxes for where i could and couldn't draw felt extremely janky, and sometimes i tried to draw and it didn't make a line but took my energy anyway. still a fun game, great job!

Super unique concept. Didn't feel rage gamey since it wasnt too tough to control like those games often are, but it still captured the feeling of satisfaction when i made a long word. The word detector was a little janky, i managed to make some cool words that it detected as scrambled versions. Very fun though, i had a great time!

Art and music are amazing omg. Its really difficult to tell when you hit anything, and the endlag on moves feels a bit punishing, and the lack of startup frames makes moves like the kick feel a bit weird to use. Also, WASD with ZX is a really tight control sceme, i just used arrow keys, which was way more comfy to use. Gameplay wise its great foundationally, just needs a few small tweaks!

Great job! mouse controls feel a little unintuitive for moving forward and backwards, but nothing too bad. Hitboxes do feel a bit weird, and i feel like the amount of i-frames was wayyy too short. Amazing art!

Amazing artstyle. VERY long though, it felt like i had seen + mastered everything 2 minutes in, when i wasn't even halfway yet. Also, it wasn't well communicated that you had to click the energy drinks / bananas, or what the solution to mouse being sad / connor getting confused was - took a guess while everything else was obvious. Otherwise, great job!

Amazingly fun, would love to see a more expanded game with cooler parkour and grinding. Aesthetic was great too, but some instructions being purely pictorial were a bit tough to understand. Still, great job!

Cool game! making a sequel to a game for a jam feels like a little bit of a copout, like you didn't really take the theme into consideration and just went with what worked before. Luckily the fun factor offsets that! The art is incredible, but it didnt feel like there was a reason to pedal, the mashing requirement was too much, and sitting at the left and shooting meant i got all the bananas anyway. Would love to see a version with that slightly adjusted!

Really fun, loved how the collision and movement felt like an actual bike and not just a reskinned standard platformer. The difficulty was trivial until the very end though, which felt less like being difficult and not knowing the correct technique - once i figured it out it was just as easy as the rest. Still a fun time though, would've liked to see some more and more difficult levels, but game jams are tight with that.

Shooting is incredibly difficult, and it seemed the game didnt resize correctly for my monitor so it only used the top 1/4 and was really hard to see. Also, the difficulty curve seemed out of balance, 2-4-16 (ish) is a massive spike in enemy counts, and aiming while moving with the unique movement felt very hard to do. Love the concept though, vampire survivors is always a great base to build off of!

Maybe i'm boosted but couldn't get over the first big hill no matter what i tried. Reset button also doesn't reset velocity or momentum so i got yeeted into the void to the left when i tried to reset. Decent idea though, and the different wheels mechanic was pretty cool!

Love the art! Gameplay wise, i think theres a few things to improve. I felt like the seggs button was kind of boring - it was wayy more fun to jump around between and off of cars than just press one button to clear the screen, it felt more like a last ditch button to save me when the RNG spawns worked out badly. Also, there were long stretches of time where the game decided to spawn nothing but bananas and cinnamorolls where i just sort of checked out. It definitely felt like it took too long to get to a decent speed of movement, and once it got there it moved on to extreme difficulty too quickly. Also, there was nothing in the game communicating that monke was being controlled by mouse - only the title and description communicated that - some sprite or UI element would've been really cool. That said, none of those are particularly major things, and the game is still incredible! Great job!

Very cool concept, i agree with others that it would be better with a ranking or leaderboard. Also, i think it didnt adjust for different aspect ratios, since i could see unity gray background and objects loading in. this scale issue also made it tough to tell which guys along the ground would do what. However, still a good time, and a fun quick game!

Fun quick game, didn't feel very difficult to me, except for the lack of i-frames which essentially made it so that any single hit would kill. It also felt like you just moved around and spammed the tower spawn button to make new monkeys off cooldown, which was difficult with how the controls were laid out. still very fun though, and the perfect length.

Love the artstyle, the arcade aesthetic is great. However, the controls were extraordinarily difficult to use - having rotation is a neat idea, but it didnt feel very useful, even when i had the flag of valor it was too slow to do a flip, and trying to shoot the enemy always seemed like the better strategy. Also, some obstacles felt impossible to avoid - the spikes on a timed cycle were impossible if you were unlucky with your initial interaction, since it was easy to get stuck because of the weird jump + rotation interactions, and being too slow to get out of the way before the next ones. Having a skip upgrade button would have been greatly appreciated, since if i rolled into 3 weapons while i had one i liked more / thought was better, the game forced me to take a new one. The idea is great though, well done making it in time!

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The isometric visuals stand out, but the puzzle components could use a little work. It feels like there were too many ways to tell monke to do the same thing - very often, the turn signs were useless since you could accomplish the same thing with the directional arrows which were significantly easier to use, since you didnt have to know which way he was going. I restricted myself to turn only, and found it more engaging. Also, there was no way to know and figure out how cars would behave, so a lot of the puzzles became guess and check rather than think and figure it out - a good example is the truck in level 2 - i rear-ended it like twice because i had no idea it would stop moving. Also, on my screen the UI was miniscule, nearly impossible to make anything out. Other than those minor issues, the game is amazing, and is a very cool concept that i havent seen anywhere else in this jam, great job!

Very cute! would've liked a little more feedback when I got hit - it was a bit difficult to tell when that happened without constantly keeping one eye on the UI. love the artwork!

Great job on your first release. Some warning / telegraphy would be great, even with the dash some pieces of trash are near impossible to get since they fall incredibly quickly. Also, losing life by missing an item as well as the dynamite felt like a bit much for such a simple game mechanic, so it becaame more important to stay alive rather than collect points. Very good style though, and a creative use of the theme, well done!

Very well made, but a visual indicator of how the beats are would be great. Also, i played nightmare mode, but i think the logic for missing one beat (i missed maybe 1 in every 5-6) was slightly bugged - the close layer of the background and the character would stop, but everything else kept moving giving it a screentear effect. Loved the visuals though, and the music was solid!

To me it felt like getting past an obstacle gave a feeling of relief with not having to engage with the game anymore, rather than satisfaction at overcoming something hard. That might just be a me problem though idk.

the background took like 10 seconds to load in after the start of the level, and i was talking to air instead of garnt for a little but at the start. It could just be my browser not being great though!

God i am terrible at this game - it feels impossible to judge how fast you need to go, and having only 2 chances to miss feels very strict. Its a great concept though, the campaign is cheesable but it'd really shine when playing with friends (provided you both dont suck and can actually start building a tower)