I like the idea of controlling a bunch of little guys, very unique and chaotic in that respect! I just wish I had more control over when they change size, there were so many times where I was just sitting around waiting for them to scale down so I could move them. I like the art style though, very cute :)
Nathan Powless-Lynes
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I like the idea of controlling a bunch of little guys, very unique and chaotic in that respect! I just wish I had more control over when they change size, there were so many times where I was just sitting around waiting for them to scale down so I could move them. I like the art style though, very cute :)
The style and atmosphere of this game are cool! I love the hints at worldbuilding that tie in with this time mechanic, would have loved to see more of that. And the art and music are really pretty :)
I wish there was more consistency in the look of objects that are young vs old. I was usually just guessing whether an object could be aged or made younger, and I often ended up just spamming both clicks to see what worked. Having a visual language that matched the player's aging as well would have been nice.
One or two of the levels have satisfying puzzles, the level design is better early on, but most of the levels are less interesting and easy to brute force your way through by just guessing what you should age or de-age. For a game jam like this, it would have been better to have fewer levels that were more thoughtfully designed, and required a bit more careful thought from the player.
I could see this concept being a fun arcade game. I kinda wish the controls for scaling were more intuitive, but I got the hang of it eventually! With more polish and juice, it could be really satisfying to fit the shapes exactly to the holes.It'd be cool too to see the game get faster the longer you play. Of course, you'd have to make the upcoming hole be more visible and not blocked by the one you're passing through -- maybe the walls could clear or blow up as you pass through? That'd add to the game feel too. Anyway, nice job for 48 hours!
I like this game! The simple goal of searching for the sword in each dungeon is a stroke of genius. It means at the start of each level, you are powerless and in a lot of danger, but when you find the sword, you get the catharsis of returning to all the areas you sneaked through and destroying all the enemies! It's kind of like getting the item midway through a Zelda dungeon, where things open up, except your barriers are mainly fear.
The controls are a bit iffy, with you getting stuck on corners frequently, and the hitboxes on enemies are unforgiving, but somehow that genuinely added to the tension! There are situations where I didn't know if I would make it past an enemy, and that made success feel better than it would if the controls were more reliable. Who would've thought?
The level design is good too, especially in areas where you have to get the sword. In the Dark Pantry, I had to weave between two hand-creatures to reach the sword, then turn around quick to hit one before it got me! And in the Chapel, I was low on health, so weaving through several waves of mummies was fun and tense.
Great job! Overall this game is simple mechanically, but it makes up for it with great design. Also shoutout to the beautiful explosion .PNGs :)
I like the concept, I was really hoping to get to swing around those churches as makeshift weapons, but the game ended before I got big enough. It also would have been nice to be able to see my sword swing while attacking, and to have some other objects aside from swords to pick up, even if they acted the same with different models. And for showing the player's change in scale, it'd be nice to have some texture on the ground, you kind of don't have much as a frame of reference as it is. 3D games are always the hardest for game jams, so kudos for trying!
Nice game! It feels so good when you combo the gravity switches and just weave between spikes. I honestly would love to see this game without the random element, it'd maybe feel even better if you could rely on your jump height a little more. But hey, that's just a constraint of the jam. Good job :)
This game is awesome! I ran into a glitch a couple of times where my cube duplicated itself and I couldn't beat the level, but I restarted the game and it was worth it. You have to be super thoughtful and plan your jumps, on top of being super precise and executing right. The colour mechanic is tricky at first, but satisfying once you master it. Good work!
Ha! You weren't kidding when you said this is a bouncy platformer! It gives it a very unique feel, where you've gotta keep moving all the time. The level design makes good use of the bounciness too, lots of enemies to dodge, devilishly small platforms, and those spinny platforms got me good. Well done!
Very creative concept! It's nice once you get a feel for when the beat is supposed to be, but it's very challenging to be right on time. For the second level where the beat pattern gets changed up, it would be nice if the drums in the background music matched it so you could tell when to move just by listening. I'd love to see a more polished version of this game!