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Nomnom

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A member registered Jun 30, 2018 · View creator page →

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Thank you! I'm glad you liked it :D I have started making a full version of this, and you can wishlist on Steam if you want! Will see about putting it on itch as well.

Thanks! :D

I don't have any plans for it atm!

It's like a mario triple jump! Basically jump when you land again to chain another one :)

I started working on the Steam version! You can wishlist it here if you want :D

Thanks for your kind words! I'm glad you like it :D

Thanks for playing!

There is a roll switch button so you can use the slower walk mode when wanted. I use that when on platforms, or when I want to take in the environment more. There is also a niche case where you can switch mid-air to change your air control. Earlier on in the jam it was used more before I expanded some ground to prefer the roll movement. I also like the dumb lil waddle it does while walking haha. As I work on the full game, I'll think about how to incorporate the walk more if I can, or change it up a bit, for sure :D

Awesome! :D

Ahhh that is true! I will move those out, I think that was an oversight.

Thanks for this!

Sick! Hope you enjoyed it!

I pushed the patch!

Oh weird! Did you happen to fall out of that last vent prior to this? There was a bug that caused the Lost Isle's kill box to not go away once it was active. I'll be pushing a patch shortly to fix that since ratings are over!

Sorry about that!

Woah, thanks for playing my game!

As for the physics, yeah they are a bit floaty and strange at times due to it being the first time I've made a 3d platformer controller haha. Tried to get close to something like Super Kiwi 64 as a base for character controller physics, but it did end up a bit floaty or "over-fast" at times. I'll be trying to tweak it for a post-jam update to feel more smooth!

Super cool to see you btw! Your games are always a pleasure to play :D

This is awesome! I'm glad to be included! :D

If you want to see it, I have a video on the game page :D

I'm glad you liked it! :D 

The enemies are mostly there as a vibe, and to perhaps show the player their true colors (totally the reason). I did plan for something more "targeting" but didn't want to debug ai for this haha. I also was going to use the metal bug for the bouncing on top for something, but didn't have time to figure it out.

Also, yeah the bouncing is the main intended way to zoom around! I'm poking the controller postjam to see if I can make some parts feel a tad better for sure though :)

Also, there are four areas, one may require collecting all gems perhaps ;)

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Hey, thanks for playing, and thanks for the kind words! Also, a fellow Siactro enjoyer I see :O 

Since you've played some of their stuff (I assume), do you think a steam version would benefit more with the "level" warping they tend to do where it's small to medium sized levels and a bunch of them? That would also be a bit like Spyro too actually (just started playing through that). Or would it benefit more from the single "level" I have now, which is obv way more difficult to manage/dev for... I'm leaning toward levels, but I'm unsure, as I'm also trying to sorta stay similar to the old gamey feel too.

If you have any thoughts about that, let me know!

A cute pico 8 game! Took me a few tries to realize I had to align the windmill with the wind, although it seemed random as I didn't see an indicator anywhere (bottom-right one didn't seem to change unless I missed it). Wish there was more to do for a goal like a shop or so, but that could be expanded later on if you wanted! Cool game though!

I'm glad you are having fun with it! It is a bit floaty yeah, although it is slightly intended to make bouncing around more fun and less "realistic". I'll look into making it slightly tighter though as I'm working on the post jam update(s) :D

Cat is a god? Yeah checks out. Funny sound effects and some goofy dialogue, this was a nice little game :) Only issue I saw was that the ball could sometimes phase through the platforms, but that's about it!

Thanks for playing!

Which part of the underground was it? Can use the video on the page for a timestamp if needed. However, generally if a jump feels too high, it generally requires the usage of chain jumping, since that builds height. That sign was easily skippable, and I didn't really give a good intro place to try it, which is my bad lol.

I'll be playing around with the ground pound as well to see if I can incorporate it a bit more for sure! In a later spot it is used a lot more for a specific mechanic you can discover (or read from a sign at that point), but I may do a slight height increase for the ground pound by default. I'll see what feels good :)

moving forward and coming out of ground-pound-jump, I reeally wanted to charge up a dash

Can you clarify this? Like, when you ground pound, jump, then you are in the air, you wanted to do a mid-air dash thing? Or am I reading that wrong haha. I'm definitely open to ideas if they end up meshing well :)

Very nice, hamter do a spin :) It did feel slower than it could have been for an incremental game production-wise, maybe a 2x boost to the production would help. Also would have been nice to have some way to automate the feeding, as the highest wheel tier ran out very quickly. Besides that, was quite good and I beat it :D

This is so cooool! All the art is great, has such a charm and goofiness to it. The character designs are also great. Would be nice if the shop had item descriptions, and it was more obvious that you had two markers on your own spinner (didn't realize lol). It is quite neat that the wheel is a sort of "build-your-own-wheel"-inator so feels more like a "build". Cool stuff!

Heck yeah I won at the cost of killing my arm :) Not much I'd change here, it flowed really well and it played really well. Good job :D

The idea of fire rate based on spin speed is great. I wish I could shoot at the mouse instead due to the spinning making it really hard to actually aim though. After a few tries I still can't quite get the hang of it haha, so I could just be bad at it. Some sounds would have been nice, but the gameplay itself was quite solid! Cool game!

Woah, thanks for playing and enjoying! :D I'm glad you had fun!

I'm glad you liked it :)

Yeaahhh moving platforms are definitely something I couldn't get 100% reliable at the time. I think I have them a bit better now but will need to test more. Did you do anything fancy to clip into it?

As for the steep slopes, that was a funny thing from the default character controller and I forgot to add slope "sliding off" so you just kinda stand there like a mountain goat lol. Will see if that should be fixed or if it's fine, not sure yet haha.

Thanks for playing! The chain jumps should hopefully be easier to "understand" in the post jam update. I'll have sound changes, and a tad more time per jump to keep the streak going. Plus the starting area didn't really teach it well so was also easy to accidentally ignore, oof. Should hopefully be a bit better soon! As for the ground pound giving more height, I may look into that as another way by default for sure, since currently you are able to use that for more height but it requires bounces (which is a mechanic used in the last level due to a happy accident lol).

Pretty cool game, I liked the feeling of gambling away all of the company savings on a hail mary that backfired. 10/10 realistic gameplay. 

It was a bit sad when I kept hitting 1x over and over at the start, and I never actually hit a bomb, but once I was able to not hit that 1x, it got better haha. Also, it would be nice if the intro didn't play on retries! And some of the upgrade text overfilled and went behind the buy button.

Thank you for playing :D In the post jam update I am working on, I have the chain jump timing increased a lil bit which should make it better. As for the level design, I'm glad you liked it! I'll also have a second checkpoint in the castle :)

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This game let me chill out and beat up comets, that's cool. The way it played into both a rhythm game and an incremental in a way, is neat. Made it feel like each time I went out I'd come back for a new cool goodie. And the sounds/effects made each action feel really nice.

I will say it got a lil laggy toward the end but that may just be a webgl thing, so no worries there tbh.

Awesome stuff though!


Wild that you used desmos for this lmao, you crazy person. I found it quite satisfying and the sounds were super nice to listen to. 

Until close to the end I didn't even realize the item descriptions where on the left, and due to that it felt like half the items were randomly getting destroyed when I spun, was quite confusing haha. It also felt like there were a bit too many "on destroy" items vs other items, but that might have just been my luck. 

Oh also the game doesn't look right on an ultrawide, had to make the window more to 16:9 to make it show stuff better.

Cool game though!

Looks great!! :O

I'm glad you enjoyed it :) I tried hard for the n64 vibe and I like that people see it!

As for the walking, it's mainly one of the only ways to move "precisely" or slowly. In most cases you'd roll or bounce around, but in others you may want to slightly reposition or simply vibe somewhere and walk around. Plus I like his walk waddle :D

This is really cool! I haven't seen something like this before. I will say the turning for the green gear is a bit jank-feeling when you can't quite get it under you to push off the floor, felt like I was fighting it a bit to get lined up sometimes. Took me a bit to get used to that. But besides that, really neat level design :D

Thank you for playing, and I'm glad you liked it :D

Jumping while walking adds an amount of momentum that felt strange and I always overshot my jump

That is true, I mainly had walking as a chill mode or to do small adjustments (since it's really the only way to move "slow"). I'll be tweaking the walking mode if I can in an update postjam :)

The transition into the underground feels really long to me. I assume you're actually falling all that distance?

Yes! You are falling all that way for both the distance and for a loading transition around halfway to unload the overworld (I do this in a few spots). This one is particularly long due to the distance, and to give a sense of "wow I'm still falling, where the heck am I going" haha. I may look into adding a rock or something midway to show progress but I'll see if it fits :)

Checkpoints seem a bit unforgiving in the first part of the underground zone.

Is there a particular spot in the first part that gave you a large amount of trouble? If you want to timestamp it for clarity I have a 100% video on the game page, and if you can say what you mainly had trouble with at those spot(s), that would be helpful!

However, the controller controls felt a little odd to me.

That is actually true, as controller support was a happy accident. When I set up my action maps I did controller keys right at the start then forgot about it until afterward when a friend used them for the first time (since I mainly use kb&m). I'll do a remap for sure!

As for the platforming, I tried to make small "movement" hurdles such as in the underground with the steps up to the temple. I think it's the 2nd step that requires you to know how to chain jump to gain height for getting up there. Or the underground entrance getting the hang of long roll launches, and using jump to get a farther distance via coyote time. Or I often add slight lowering of edges, or slight angles to indicate a jump off point, etc. I may have messed up in a few spots, so if you come across some that aren't great to you, let me know (if you want to) :)

I did not find any cosmetics, I assume I didn't play long enough to find them.

You can come across a few really early on if you know where to look ;) Others are in plain sight depending on the area. But yes I liked adding those, they were fun!

I hope that didn't come off as negative!

Oh this has all been great, none came off as negative don't worry!

Post jam I'll be doing an update with various tweaks, a few starting section changes to better enforce what the basic controller movement can do (and a few bug fixes), and some checkpoint tweaks (+ one additional one somewhere).

I'm glad you enjoyed it! :D The Lost Isles was the final level I did so I wasn't able to tweak the geometry for the camera since I ran out of time. Although I am happy you liked it, I also think it's fun :)

Also, the statue collectables are saved across playthroughs (until I push an update for some reason where itch deletes it), so you can still get the rest if you want to!

I also have a post-jam update in the works with various finetuning, slight starting area changes and general checkpoint tweaks :)

Truly a cinematic experience. I bested the honses with determination and I came out the other side victorious!

This is so good :D You really nailed the feel of the spinning and all the sound effects are great. The blur effect that happens once it starts going fast enough is also awesome, makes it feel super good! The only feedback I'd say I have is to not show shop items if you bought them all, or - the price? Was confused on that aspect twice haha. Wish there were more upgrades but it still worked really well.

Damn I'm not very good at this haha. Really cool concept, I like games that make you work for your ammo, and the spin is a cool use of that! The dodging mixed with the tank controls took a lot of getting used to, and I ended up standing still a lot of the time, but it kind of made sense after a bit. Still not super good at the movement but it does work :) The background changes with fake lights or similar in the grid cells is very nice too :) It would be nice if you could get a shield of some kind too, maybe one that reflects bullets, that could be cool.