Hey, thanks for playing! I liked the video! Cool to see people still playing this game 6 years later :)
NPJarcade
Creator of
Recent community posts
This is a really fun and punchy, it all feels great to play! I like how many mechanics you were able to add to the game and none of them are wasted as you have to use all of them to defeat the various enemy types. Everything is implemented brilliantly and well polished. Grabbing enemies and absorbing them for health felt good, and same with the sliding around to dodge projectiles. I like that you also made some abilities consume health too - good use of risk = reward.
Sprite work is top-notch, and there's some nice effects in there too. The art style is so simple but works really well. Everything is readable and I really like the use of colour to make the characters/enemies pop against the darker backdrop.
I like the music as it makes you feel awesome as you're sliding around beating everything up but I would have preferred something a bit more retro/8-bit to match the visuals and sound effects.
Great job overall and I'm impressed with how much you were able to fit in, especially as a fellow solo-developer! Having a fully functional tutorial to explain and test out all the mechanics was a nice touch too.
I loved this! There's a sense of urgency to everything in this game and the music works really well to emphasise this. Driving feels great and the controls are tight. Even though it's hard to control when the car starts spinning around on the ice it felt fair as I was going way too fast! The map is a nice feature and works well, and then the in-car box cam is genius and really adds to how crazy the driving is. It's such a simple idea but works really well.
I had a lot of fun with this one - great job!
Awesome! Gameplay feels solid and I liked the story and the progression of Rick Slick's many forms, good variety to the music too and the overall vibe is very slick indeed! I liked how the camera subltly tilts depending on which direction you're holding, that was a nice touch.
I found it quite challenging to see the items being hurled at you and ended up focusing on the visual cues instead, but also found these hard to focus on, especially in the last level when the screen shake was a bit too crazy!
Overall a nice little rhythm game and it fits the theme really well.
That's awesome that you spent some time farming points, thanks for playing!
I also realised after submitting that you can just leave the game running on the first level to rack up an infiinite number of points - nothing slick about that though..!
And someone else said the same thing about the hand movements! It was supposed to just add to the sense of panic and to indicate there's a bear that needs dodging, but completely agree it looks a lot like the Lethal Company dance :D
Wow! Thank you for writing such kind feedback - I really appreciate it. It's so cool to hear that some of my earlier games inspired your art style! And I've gotta say the art style in your games is top-notch and certainly inspires me right back.
Thanks for adding your thoughts on the game. I'm glad you got a laugh out of it as I was definitely going for a mix between ridiculous and comical. I agree the levels get a bit too samey after a while. Other than the themes, the only difference is the amount of logs that appear, and obviously more and more bears join the gang the longer you play. I'd love to add more level variety, maybe with some branching paths or hidden routes.
Completely agree about the cabin and upgrade mechanics. They were a last minute addition but definitely not as developed as I'd have liked. I wanted there to be a sense of panic as you're searching for upgrades while the bears are breaking down the door, but it's completely random as to which items you'll find. I think a better solution to the door upgrade would be to have random items you can use to blockade the door and buy yourself a little more time.
Thanks so much for playing, and for the generous feedback!
Absolutely insane. I love the ridiculous concept of trying to keep your celebration going for as long as possible all while the goal keepr is just laying there face down on the floor... then the crowd started booing at one point... and horses appeared for some reason?! It's just stupid fun. Nice job!
SLICK! This game fits the theme really well. I like the art style and the upgrade system. I kept going for the extra cubes as it was fun to have loads of them flying around all over the place. The hitboxes for the player hitting the ice cubes felt a bit too small and I'd often completely miss them and end up sliding into an enemy instead, but other than that I had a lot of fun.
Thanks for playing and for the generous feedback. Much appreciated.
Completely agree the items are easy to miss. I decided at the last minute to have items hidden around the cabin instead of a simple 'choose upgrade A or upgrade B' as it adds a time pressure to the safe zone and keeps the pace up, but agree it needs a bit more polish.
Whoa! I didn't expect anyone to get that far but I agree the super soaker is way overpowered (and not properly tested)! I'd planned to add stronger ghosts so the later tools are more important but I ran out of time so the game isn't properly balanced.
I'm really glad you enjoyed it though and appreciate the feedback. Love the thought of ghosts stealing your items, that's an awesome idea.
Aah thanks for the feedback!
I absolutely planned for both plantable sentries that shoot water at ghost and a clock to display the time! I just didn't have much time to work on the game so unfortunately both of these were cut. Good to hear they would have been welcome ideas though!
I'm glad you had fun! Thanks for playing :)
Really loved the artwork! The environments and sprites are really well made and the animations are great and easily readable for such a low resolution. I particularly like the way the sludge disappears once you solve the puzzle, it's a nice effect.
The music is very relaxing and works well with the no-stress/forgiving gameplay. SFX would definitely make this feel like a very polished game.
Great job!
Hey thanks for playing and for the feedback!
Yeah I feel like the swamp level should follow some easier levels to help players settle in a bit more and get used to the platforming but I didn't have time to make more than two levels in the end...
And completely agree about the platforms. I had a few issues with the hitboxes so ended up making them too small for the platforms to detect but I'll probably get around this by snapping the princess to the center of the platform when she lands on it.
My favourite game of the jam so far! This feels like I've reached the final boss of the game with no continues left and every movement and button press is carefully planned while the stress keeps rising as you get closer and closer to the top!
I like that you're an almost helpless hero, slowly climbing to the next safe spot while the odds are against you, but the princess is able to fight back. Navigating the tower while timing your princess orbs all while trying to keep moving keeps the pressure up. You really nailed the game mechanics - everything feels so carefully considered and tightly planned.
I also love the fake-3D spinning tower. It reminds me of the final level of Battletoads on the NES which has a similar effect, maybe why I felt so tense playing this game! Also good idea to randomise the tower for each playthrough so there's no predictable route.
Really impressed with this one - a perfect little game for the jam.
My favourite game of the jam so far! This feels like I've reached the final boss of the game with no continues left and every movement and button press is carefully planned while the stress keeps rising as you get closer and closer to the top!
I like that you're an almost helpless hero, slowly climbing to the next safe spot while the odds are against you, but the princess is able to fight back. Navigating the tower while timing your princess orbs all while trying to keep moving keeps the pressure up. You really nailed the game mechanics - everything feels so carefully considered and tightly planned.
I also love the fake-3D spinning tower. It reminds me of the final level of Battletoads on the NES which has a similar effect, maybe why I felt so tense playing this game! Also good idea to randomise the tower for each playthrough so there's no predictable route.
Really impressed with this one - a perfect little game for the jam.
Love how clean that power pitch animation is!
I like that your weapon of choice is a baseball, it feels so satisfying to pummel robots with a fully charged throw. The slide mechanic works well too (thank you for adding the little hint on the first puzzle door... that was a nice touch).
I ran into a bug at the first boss where I think I died at the same time as the sliding animation started so I was stuck in a slide pose with no hp, the boss kept on attacking and I couldn't restart, but I could still throw baseballs!
Otherwise, great entry and I loved the music, very Megaman!

















