Dang. Well, we're currently making a GMS 2 port of the game, I just added you on Discord to see if you can help us out with the testing if you're interested, of course!
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Thank you very much! Indeed, the boss is the roughest part of the game 'cause it was one of the last things we did, though we're planing to launch an update that fixes him, sorry about that T_T
The "Space + K" crash tends to happen because of an error trying to recompile the shaders in the engine we use, just out of curiosity, do you have your graphic card's drivers up to date? It's a crash that tends to happen because of older drivers!
Thanks for the feedback, we appreciate it! ^^
Thank you very much for the feedback! The idea behind the game is based on replayability, so the different layouts purpose is to take an alternate route every time you replay the level to either freestyle or get faster times, but I do get that it can be confusing at time. We'll definitely gonna take a look at that!
As for the boss, yeah, it's the most rough part of the game as it was one of the last things we added T_T
We're working on a update, so we'll take notes of everything pointed out about the boss and fix it!
Thanks for the feedback and playing! It helps us getting better! ^^
Thank you very much! The taunt what actually does is give you a little boost of speed, which is reseted after every important action (dashing, killing an enemy, walljumping, etc), so you spam it as much as you can to go faster and get better times!... Though we didn't explain any of that in the game, sorry about that T_T
We'll definitely fix it in the next update!
Thanks for the feedback and playing! Glad you liked it! ^^
Beautiful and powerful entry!
The presentation is a treat to the eyes, the writing is superb, and the connection to the theme is really good! I specially liked the intentional controls on the Ice Cli--- Uhh, I mean, Snow Mountain Climbers section of the game, it really nailed that clunky-but-fun era of games which I profundly adore.
Writing-wise is great, it keeps you invested enough to keep playing and keep asking questions about Henry himself, wanting to hear more about his dreams and their meanings, and how will he woke up from this nightmare, till... well, you know.
Not wanting to be dramatic, but the last I can say is, based both on the introduction and the beautiful message of the credits, if you feel like you need help please ask anyone, really. No one is truly alone in this world. I wish you the best!
Really amazing entry, definitely one of my favourites! Great work! Please, keep it up. ^^
Great, fun lil' platformer!
The gameplay is really nice, you nailed the physics! Both the movement and the jump felt precise, which is always a must for platformers. The connection to the theme is great, I really liked how the aesthetic of the game changed depending on the console! The music, while simple, works great with the presentation overall.
Two things that could be better are the ladders and the camera; the ladders could work like normal ladders, deactivating the gravity and making you move with W/S, and the camera doesn't let you go back to the left, which made me lose the first cartridge the second time I played it T_T
As I said earlier, I played it twice to get all the cartridges! Had a blast doing that extra platforming! ^^
Really good entry overall! Amazing work, keep it up!!! ^^
Great entry! Great presentation and creativity!
The theme fits very good with its time mechanic to a simpler time, which helps to make some interesting and fun puzzles! The graphics are nicely done, and the soundtrack is a banger!
My only nit-pick is that the controls could be a little more polished, but overall they feel good enough. Also, an ending screen would have been nice to wrap it up.
Overall, great entry! Very fun puzzles and time travel mechanics. Great work, keep it up!!! ^^
Okay, that was BRUTAL! It got me playing for like hour and a half. Really addictive!
The concept is really well made and it fits the jam theme with its simplicity both in presentation and gameplay! The amount of content is really big for a week-long jam!
My only nit-pick is the overall balance. I think it's mostly good, but it has some rough edges, for example the currency, which could end your run early if you don't get any passive that gives you money (like the piggy bank) be cause of the difficulty of the game, which is definitely on the harder side; or the melee units, who most of them feel useless 'cause of their lack of tankiness and damage overall (Except the paladin, both the healing and shielding makes it one of the best units for sure). Also, some AI interactions don't work together, like a jewel mage that pushes the enemy flower even further while it kites you, preventing the other units from attacking it T_T
The only small bug that ended a run (luckily early) was that an enemy spawned inside a rock, or got stuck with it, preventing it to be attacked or to attack.
But even with those small details, it's an AMAZING entry overall, definetely one of my favourites! With a bit more polish on the presentation, more content and some small re-balancing, could easily be an absolute time-sink!
Also, for being your first game jam you did a phenomenal work overall!!! GREAT work, keep it up! ^^
Amazing entry!
As a dev who likes to make "full games" for jams, I really liked this one! The graphics are nicely done, the music is great and fitting, and the writing is really good too, both in story and dialogues! Also loved the implementation of different scenarios, it really sells the idea of a journey our cute little protagonist is going through.
The boss fight is well done, it has a pattern that is recognizable and easy to learn! (although it could be more recognizable, I'll write it down below) My feedback is that you don't really know it can't be attacked until it shows its weakspot, which took me a try or two ^^U But at least the color change made it visually clear!
Another nitpick is that every attack could have a start-up animation, it's one of the best ways to make an attack easy to remember 'cause you associate it with its animation, but other than that I found the boss very good!
Overall had a blast playing it. Great job, keep it up! ^^
Thank you very much! The final boss would've worked better with a health bar and some VFX for visual clarity, sorry about that. ^^U
And yeah, GMS gang hereeee, though we're planning to change to GMS 2 'cause the 1.4 version is starting to be kinda problematic T_T
Thanks for playing! Glad you enjoyed it! ^^
Thank you very much!
Indeed, the skill expression is the core of the game! Both the style and gameplay of the game were our main focus, so we spent every second we could in the movement, level design and overall appeal of the game.
We're really happy that you enjoyed the game, it helps us a ton to keep making games. Once again, thank you very much for playing and for your kind words! ^^
That was a very fun read! The artstyle is a treat and I loved the aesthetic! The writing is great too, got me chuckling like a moron for the whole read lmao (the jet joke was hilarious).
The designs are unique and have a lot of personality, just like the writing!
The ending is a 10/10, best foreshadowing ever.
Great job, love it! ^^
Thank you for playing! The multiple weapons exist because of the hack 'n slash nature of the game, which purpose is to use your arsenal to the fullest capacity to get a better style score, although it is true that the moveset is essentially the same for the two weapons. The original idea was to make the axe more focused to crowd control while the claws were focused on burst, but the idea didn't land quite well haha
The dash had to be different to the hoverboard due to both of them serving different core purposes, but it certainly could be simplified.
Thanks the feedback!
Thank you very much! Yup, I couldn't really ask for a better co-worker than Geo, I think we do have a great synergy (although he has to hear me yap about dead-end topics for hours lol). Indeed was made in 2 weeks, but by over-exploiting our butts till the very last day. It was a big sacrifice, but it's what we really wanted so it was worth every second of sleep we lost. ^^U
Our goal is to eventually do a full experience, so feedback and kind words like yours really help us to grow, so I really want to thank you!
It actually has controller support! (well, kind of). Both PS5 and Switch controllers are not detected due to the engine being too old (GMS 1.4), so you gotta use an external app like DS4 (sorry about that T-T)
Once again, thank you very much! It really encourages us to keep going. Much love! <3
Certified banger. It's pretty fun!
The main loop of gameplay and progression are actually really fun and engaging, I could imagine a full version of this project!
The main mechanics felt tight, the weapons are different enough to use them in specific scenarios (which is great, it gives them a purpose), and the difficulty in general is great! Both the scrap and batteries reward the players who choose a more aggresive playstyle, so it creates a nice balance for every type of player.
The presentation is one of my favourites! I loved the mech design, being a chibi gundam makes it absolutely ADORABLE, and don't even get me started with the walking SFX while dismounted. It had me rolling. 10/10
The only thing I could point out is the dash, which felt kinda clunky, but nothing that a little bit of polish can't fix!
Overall a really fun experience! Amazing work, keep it up! ^^
Fun and fresh concept!
I really dig the slot-machine mechanic, It adds that randomness factor that makes every playthrough feel a bit different (kinda like a rogue-like). The presentation is cool overall, the graphics are nicely done.
What I think could be much better is the camera, player feedback and balance overall. The camera angle felt kinda awkward, and the enemies felt very powerful and spongy, while the gun had only 6 bullets and a kinda long reload time. The feedback is little to none, so I didn't have any idea if I was actually doing things I was supposed to be doing, like when getting hit, reloading or hitting an enemy.
With enough polish it could be great! Keep going! ^^
One of the most addictive games I've played in the recent times, no cap.
The design is simple yet effective. I really liked the overheat system, it adds that layer of depth that makes this game stand-out and reward the players who want to achieve better scores!
Love the presentation, it's cohesive and well done!
Gameplay-wise is amazing, the controls feel great and responsive, the enemies are easily readable by their design and colors, the dual-wielding was fun to use, and the difficulty was on-point. Every time I died, I knew I could do better.
The only nit-pick I have is that I feel that the hitbox for the pick-up range is kinda small, so sometimes I thought I picked a weapon when in reality I didn't.
Overall, amazing entry, had an absolute blast playing it! ^^
Really good clicker! The idea of having to grind for resources to build a mech and then actually using it for fighting is a fresh twist on the genre! Plus, the customization is always nice to see.
The presentation is great, both for the graphics and the music. Specially the soundtrack was FIRE!!! 10/10. (jungle/dnb/intelligent fan here lmao)
Design-wise, the main loop is cool but the balance feels kinda weird. Some prices spike real fast while others don't, and some upgrades feel kinda useless due to others being too useful (like the crit-chance or the first drones in general).
The final battle with the mech was very fun, I mashed the hell outta my mouse to get a time of 27 seconds! My only nit-pick is that it was a short-lived fight, but very fun nonetheless.
Overall, the concept is great and it could be stellar with more polish, but the final jam product is really good! Great job, had a blast playing it! ^^
Solid entry! The artstyle is pretty good, the music has a good chiptune aesthetic, the personalization is great, and the main mechanics are very well done. The weapons are really fun overall (I specially loved both the flamethrower and minigun) and the 8-way aiming is always good to see!
Level-design wise is really solid, although some polish can be done in certain areas (like those long corridors that are esentially empty).
My small nit-pick is that the music can get a bit repetitive due to only having one song, but the sound is good overall, and the enemies could give more feedback once they are damaged. I spent a whole weapon trying to kill the yellow giants before knowing I had to shoot them right below them lol
Overall really good entry! Had a fun time playing it! It's always great to see a good run-n-gun. ^^
Greetings, everyone. It is a pleassure to announce that we just found what caused the crash and uploaded a fixed version (along with the original, of course), so if you want to try again for a crash-less experience (I hope T-T) feel free to do so!
Thank you very much for the understanding and sorry for the inconvenient!
You have no idea how happy we are to read this comment. One of the ideas behind the development of this game was to make the deepest combat system we could in under 2 weeks, so we were kinda scared that the game ended up being frustrating to the players, and the fact that you dedicated all that time to understand it all and even play the NG+ really make us VERY proud and happy!
Indeed, our biggest inspiration for the combat system was the DmC franchise! Also we tried to copy some elements from Zero's moveset in X4.
And yes, we thought to keep a track of the style system to give a final rank at the end of every level, but due to time constraits we couldn't T-T
Again, we are truly grateful for your comment and it genuinely made us happy! The fact that you could enjoy this much the game truly fulfills our wishes and hopes as devs. Thank you for playing and enjoying the game! <3
¡Gracias por el comentario! Decidimos dejar los inputs para habilidades futuras para que todos puedan tener una guía general del juego, aunque es bien cierto que "spoilea" el contenido jaja. Tampoco pudimos colocar los inputs de mando por falta de tiempo, fue al último día de la jam que logramos implementar el tutorial con suerte, pero igual nos hubiera gustado poder implementarlo. En definitiva está pendiente para una actualización futura.
Somos totalmente conscientes de ese crash, pero todavía estamos intentando descifrar qué es lo que lo ocasiona. Fue debido a eso que tuvimos que meter un sistema de guardado. ^^U
Y sí, parte de nuestro humor siempre está en colocar alguna referencia hispana en nuestros juegos jaja
De nuevo, ¡gracias por el comentario y gracias por jugar! De verdad nos alegra bastante que lo hayas disfrutado. ^^
Thanks for the feedback! Indeed, one of the things we most had trouble with was the tutorial and showing the core mechancis. Definitely gonna try more visual things next time! Also yes, we'll try to keep the level design more visible to avoid injustified deaths.
Once again, thank you very much for the feedback! It's thanks to these comments that we can learn from our mistakes and do better games in the future. We truly appretiate it! ^^
Thank you very much for the feedback! We really appretiate it, it really helps us to know our weak points and work on them!
Yep, we kinda struggled with how to fit the theme in the game, but thanks to the feedback we learned a lot from it! Hope we do better next time!
Also, thank you very much for reading our devlog! And yes, indeed, we did get better nights after all! Thanks for your kind words and the feedback, we are truly grateful! ^^







