Thank you for your feedback! It could be possible if we make changes in the game. At this moment the team is involved in other project. But it will be nice to add gamepad support! We will take a note. Really appreciated
Notokapixel
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Thank you so much for your feedback, we really appreciate it! We agree with a lot of the points you mentioned.
Sometimes collisions between SPARK and walking enemies can feel a bit inconsistent. This is mainly because the character moves so fast that collision detection isn’t always perfect, and occasionally it gets checked twice, which is why both you and the enemy might die at the same time (sorry about that, haha).
You’re also right about the ground turrets: the only way to destroy them is by dashing into them. Otherwise, neither you nor the turret takes any damage.
And thanks as well for pointing out the bullet time key. A few other players have mentioned that it can feel a bit awkward or unintuitive.
I guess after spending so many hours testing the game, we’ve kind of gotten used to it ourselves. If we move forward with a full version, improving these aspects will definitely be a priority.
Thanks again for taking the time to share your thoughts!
Thanks so much for the feedback! Super detailed, really appreciate it.
I totally agree that the game pushes you to go fast through its mechanics. The chaotic feeling is actually kind of intentional. SPARK is a “lightning bolt,” and in its natural state it’s slow... that’s why the regular movement feels so chill. But when it switches into lightning mode, it behaves more like real lightning, unpredictable and a bit wild. That contrast is what we were going for with the movement.
Also completely agree about the death transition. it’s a bit too long and takes you out of the flow. Honestly, while we were developing and playtesting, that slipped past us.
We definitely wish we had more time to polish things. We started late, and the whole game was made in just five days (our fault haha). Still, I’m really glad you enjoyed it, that means a lot.
Thanks again for taking the time to write all this! We’ll definitely keep it in mind if we make a more polished version of the game.
Hey Thank you for your feedback! Maybe you could get more accuracity on the character using the Bullet Time. I don't know if the tutorial is really useful (the very first level ingame) but if you didn't know, using your right mouse button, you could make a "slowdown" time and it's very useful during some parts of the gameplay :D
really appreciated if you could play it and rate the game: https://itch.io/jam/1-bit-jam-5/rate/3309676

Could be nice if you can try my game and rate it! thanks a lot
https://narehop.itch.io/not-today-game-jam

Hi Termen! I had a mistake when I built the game. This DLL is a library included in Microsoft Visual C++. If you never used any software made with MCV probably you haven't the library. Anyways I just reupload the game with the correct DLL added in the ZIP file, so you could download it again and your problem should be solved! Sorry for the inconvenience.
Not Today is a psychological horror narrative game, where in a time when ice storms are becoming more and more constant, people struggle to survive the inclement weather.
In all this chaos, a father walks through a frozen forest with snow under his feet in search of shelter. Now that they have found it, they must survive for 7 days before the army arrives to rescue them.
The game has 4 DIFFERENT ENDINGS. Will you be able to discover them all?
INSTRUCTIONS:
Extract the zip content into an empty folder, then execute de file "player.exe". If you want to play in fullscreen pres (ESC) in your keyboard.
Hi! Thanks for your purchase!this is the APP builder made exclusively to create buildings with the assets of Joyquest: you can find them here:
https://narehop.itch.io/rpg-asset-tileset-pack-16
If you have any other question feel free to comment!





















