Simple mechanic, intuitive, aligned perfectly with the theme of the jam. Very good puzzles as well. The art is beautiful, as well as the sound design. Well done!
Nox
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I implemented a sound but I might have to delay it from playing.
I was also aiming for minimal or no UI, but for time constraints a lot was unfinished. I will see if going with something similar to MegaMan, Shovel Knight could work well.
The chains are background elements, I though them being darker would help.
I actually tried using a slower movement speed and it didn't feel the same. Currently aiming for levels that can be barely completed with a full battery no recharge if done correctly and plan on having levels longer in length and time as well.
Thanks for playing and leaving feedback!
The camera didn't get any work beyond implementation, so I apologize for the stiffness. Working on it for the post-Jam update that contains new features. I was aiming for that feel with the field of view, but it does seem that a lot of people have had this problem with the game as well. I will see how I can figure things out. I was attempting to implement a way to make the Robo connect to more stuff so that it was more on the face.
Thanks for playing and leaving feedback!
Apologies for not being able to provide direct instructions on how to finish the level. I was aiming for minimal UI, and didn't add an indicator, not even on Lv. 1🙏🏼
As for the spacebar, it was because I didn't add Coyote Time, so it feels like it doesn't work. Friends and people from the space have also pointed this out, so I'll be adding it post Jam.
Thanks for playing and leaving feedback!
Thanks for playing and leaving feedback!
It is indeed a feature! You do need a little bit more energy for moving and jumping!
There is a lot of inspiration from old arcade and old retro platformers in all areas. Music was difficult to select, especially when one isn't a composer at all, so I'm happy the background track selection was to your liking.
Thank you!
Thanks for playing and leaving feedback!
I did playtest with some folks, and they provided the same input on the camera. It was a deliberate decision during development, but it will take that into account if there is strong pushback against it.
It is supposed to make levels a little difficult on the first attempts, and since the goal is to push it towards speedrunning, I thought this was something 'interesting' to add to add some 'difficulty', but it might be percieved as annoying.
Thank you!
Controls are nice, swapping was a bit difficult for me as I'm used to the space bar for jumping, but I got used to it after a while.
Got stuck here after a while. There doesn't seem to be any kill barriers below, only on the sides, and it was impossible to get the other character killed by pushing to the right.
Unique gameplay with an interesting choice for keys. I never really got how to spread the other genres over to the other venues. I demotivated in the Latin venue, and when I decided to move around, all other venues where blank, so I still don't get why it happened. I though Demotivating was going to affect the venue I was closest, not the other way around.
The idea of surviving the ooze is pretty cool. I had to right-click everything to know what was throwable, so that is something they could change. I liked that some items got morphed into ooze as well. It involved a bit of the lore but also made some sense since it was organic matter. At some point, the game just started dropping frames crazy, probably something to do with how the ooze was programmed. Good work!
Very interesting gameplay choice. I liked the movement recording mechanic, and that everything from your copy Mchnos to the purple boys only moved when I did! Getting rid of the 30 non-Mchnos is probably possible, but I didn't try that hard. Once they invaded the middle area to kill the H-T, I was done for. Good work!
Glad you liked it! I didn't want the game to be hard, just a demonstration of the tech I worked. The laggy part has to be an issue I fixed a day or so ago, I just haven't updated the file on Itch as I'm waiting for the rating period to end to upload any mayor changes. I left an auto benchmark node connected and it seemed to be firing off randomly during gameplay, I apologize!
I also know what checkpoint you mean, I accidentally moved it down and the overlap doesn't trigger, my bad!
I was expecting bugs to appear with this feature, I ran into some of them while testing and it was mostly dependent of camera position, I'm sorry you ran into one yourself :c
I plan to flesh out the feature to work almost exactly to how they have it on Odyssey, at least that is my idea. Having just a straight line was all I could do, as I literally had 1 day to make this and I spent it all on getting the 2D transformation working :').
I'm happy you had a good time, thank you so much for playing!
Don't worry, I appreciate all the feedback, I'm still getting the ropes of stuff haha. I guess you meant MB instead of GB? But yes, you are right. The game is supposed to be waaay lighter, but I forgot to remove one asset pack from the project before packing.
In regards to GPU usage, that is on me, I'm pretty sure it's because I exported it without changing to Scalable and it is on Ultra settings by default, terrible mistake on my part.
Yeah, it's not a miner HAHAHA thanks for the screenshots!











