I’m not a fan of TD games but DAMN am I addicted to this. Also I like how instead of just giving you the same pokemon for the same attacks, pokemon share similar attacks but can vary in placable locations and stats. Nice TD!
No Face
Creator of
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Okay the game is not really fun? Like there’s no feedback for collecting coins, holding space is just basically a sprint mode. Also my biggest complaint is really just the fact not only does the game not fit on screen without zooming out the game page, but you could’ve at least allowed full screening.
Ahhh, you using the diversifier makes sense, but you could’ve made your own swing animation you do know that right? The diversifier was you limiting to a certain palette and use at least an art asset pack from the challenge, it didn’t say you couldn’t make your own swing animation. I don’t judge you however since it’s easier to use an already made animation than make your own for a jam. The slime does telegraph but it’s a bit too subtle, also the eyeballs were ok I guess. Lastly, totally understandable you went for just finishing the game, jams are about the experience after all with the results just being a bonus.
Thanks, I am really meticulous about my game feel(so meticulous that I would rather not finish a jam than send out sub par movement controls). The “unpredictability” of the fall is really just my good estimations of where and how you’d bonk. Any fall on the left side of the screen is more than likely going to send you to the bottom but falls on the right are more forgiving.
Thanks! The edges are weird and I did try making it less friction-y but I figured it would help the player more to have a more forgiving floor detection rather than the player falling just because they were 1 pixel off the edge. Also I don’t really think it was much in theme but I did try to get closer to the focus.
Okay the game has a great concept but only has the basic player controller holding it back, it felt like I was trying to control a car and not like a racing game. Awesome level design and bomb idea tho, a bit wonky to use at times but I think it’s just the player controller messing with the bomb physics
Okay the idea was good but there was a massive lack of visual feedback to show what was actually happening, not even a sound cue. A suggestion I have is that you could’ve added the flash effect on the arrow when the player actually hit the space bar while on the red instead of just flashing when on the red. Also the dmg text for the player’s attack was flipped. Nice idea but a bit lacking in execution.
Well the grappling and speed boost mechanic, even if they were added as a good additional mechanic they weren’t as needed to go fast and have fun. I also didn’t play past the first level the first time I played due to me missing the “next level” button on my first session(I have no idea how I didn’t see it in the first play lol). Still, the basic mouse to aim, W to dash swim forward and the strafing seemed enough!
Okay so the idea was good, but like the execution was, as kindly as I can say, sub-par. I mean you say it’s inspired by hollow knight but you kind of disregarded some of the purposeful design it had. For example, the combat doesn’t feel good with the sword hitbox being barely half the width of the player themself. Also the level design was kind of all over the place along with the placement of enemies, the enemies also having not that clear of signalling for attacks. All in all, the idea was good but the execution could’ve had more work put into it.
Well as a game, it does have some appeal but in specific for this jam, it isn’t really that much fun as a speedrun game. The map design seems a bit too random along with the placement of the mushrooms. The jump was a bit too powerful in my opinion but I could see why it was like that, unless you did the physics before the map design and didn’t adjust either to accommodate for a more better feel. The idea was good but the execution could’ve used more work.
Fun game, I really liked the idea of having controls be fixed on just the mouse but while I do know you mentioned the controls are supposed to be simple and something that can be mastered, the level design and the execution in-game wasn’t really as nice since I had difficulty trying to throw the kunai at first. The game has a fun idea overall but the actual movement mechanics could use some work, not that I would know how you’d actually fix it up since it is a great moveset for speedruns.











































