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.
N0VA
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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.
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.
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!
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.
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!
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!
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!
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!
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!
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!
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)