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PAPERMOON_SO

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A member registered Feb 11, 2022 · View creator page →

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I’ve seen a number of platformers in this jam based around using limited platforms to progress through stages, but this one makes the most of the idea that I’ve seen. Everything feels centered around the spear, and the puzzles really make use of all its unique quirks. Most of the puzzles were laid out in a way that was easy to parse as your understanding of the game grows, but still allowed a lot of “aha” moments when you figured something out that was stumping you. My main issue is the enemies; particularly the archer, it was just really frustrating, their arrows felt like they always flew too fast, and though there’s a tell when they’re going to fire soon, there’s enough of a delay that you can’t really use it as a cue for when to jump if you’re too close, and if you try to jump over one before it fires, it’s near certain death.

The overall presentation is solid, everything was clear in what it was, and nothing was hard to see or read, but they did feel a bit slapped together, and the sound effects were the same, clear and good but a little amateur feeling, which isn’t as big a deal in a jam game, really. Overall, this is one of my favorites for the jam.

This is one of the most addictive games I’ve played in recent times. The feel of the movement and the gameplay loop is so refined, it’s so fun to optimize stages as much as you can, and almost every new hazard is introduced slowly in an easily digestible way. I also really enjoyed they ability to run on walls and ceilings, it added a lot of depth to the level design that wouldn’t have been possible otherwise.

I did have a couple problems with the movement though, the main one being that horizontal movement felt really different between ground and air, which was somewhat frustrating in a precise game like this, 2-6 in particular I really struggled with this. Also, if you run into a wall, and then jump, it looks like you actually get your running momentum, meaning it’s easy to slingshot yourself way past what you were aiming for if you’re not specifically trying to avoid it. That said, I did enjoy that there had to be some planning when attempting a stage, and especially routing later on, ensuring the game wasn’t just blindly speeding to the goal. And the presentation is stellar, the graphics are simple but well done, making things easier to parse at a glance, the effects were great, the music was great, it really is just an all around great game. Well done!

I really liked the idea of using push and pull spells with limited mana to navigate obstacles, but I couldn’t get them working consistently, the behavior I got with either felt really random and unpredictable. I also think the darkness with how much enemies are swarming makes navigation difficult, but it definitely helped the overall atmosphere of it, and I love the isometric camera and the ability to rotate it.

I like the idea of researching creatures and exploring the environment, but it mostly ended up feeling like aimless wandering to find things to research, which just amounted to clicking a few times when I learned that things seem to only have 3 parts of their entry. I also couldn’t figure out where to get a sword, so I didn’t get to interact with the combat at all. However, this game absolutely has the best presentation I’ve seen in this jam thus far, the graphics are all wonderful, my only issue is the walking sound got a little grating after a while.

I unfortunately wasn’t able to test on controller, since for some reason Firefox just wasn’t detecting it properly, so I can only speak on how it feels to play on keyboard. Which is a shame, since I feel like it would feel really good on a controller. I think the premise is very creative, having the two ships to control and fire from, but it is a bit difficult to work with mentally. I personally felt like it was too difficult to avoid things with how it rotated when moving either ship, but I don’t think there’s really solution to that and is just something the player has to adjust to. I really loved the presentation, the paper scribble like graphics are extremely charming.

I want to start by saying that I don’t think the limitation is used well at all. The game having a limited number of levels doesn’t do anything for the game itself. For me, the game was insanely fast, any slight tap of left and right caused me to move a huge distance, and jumps were similarly fast. I don’t think this was intended, I’m assuming there’s some tick rate issue making things happen faster than they’re supposed to. Regardless, it did take a lot of fun out of the game, since things were just too fast for me to react to anything, and the fixed jump made the jumps require a fair amount of precision in combination with the speed.

I didn’t make it clear, but pits only damage you if you don’t have invulnerability.

Admittedly, there was meant to be less of a focus on recharging, that’s just kind of what came about when I was running out of time.

Thank you for playing my game!

I really like the concept of the game, and I think it uses the limitation in a very creative way. However, I didn’t really enjoy it all that much, because it felt WAY too easy to get hit by either enemies or your own bullets, it seems like you can only take two hits before a game over, but they seem to refresh? As do ammo and dashes, and it wasn’t very clear when you got more health or ammo or dashes, as well as the HUD was hard to read for that information. Besides the hard to read HUD, I did like the artwork for the game, especially the player character.

The concept is really good, and despite the simple graphics everything was clear and easy to understand. Really, my only major gripe with the game is that at least for me, the cursor control was very buggy, and loved to get stuck on blocks as I moved and just goes crazy a certain distance from the character. Still, considering it’s made in only 4 hours, it’s still plenty of fun. Well done!

The concept is very good, and though the controls could use some refinement, I found they rarely got in the way while I was playing. One thing that stood out to me is that the game feels like it wants to be a slow paced puzzle platformer, but has things like the timer always being visible, which did feel like unnecessary pressure when trying to plan out how to deal with obstacles, and the lack of checkpoints make it extremely frustrating should you mess up later on in the level, which seems like it’d be more in line with a faster game. That all being said, as far as I got, it was fun to try and figure out each obstacle and use the spear platforms in different ways.

Although the idea is neat, and it’s presented fairly well, the lack of information on how things work makes it near impossible to play for most, but the display was at least clear enough that I could kinda stumble through the first couple of requirements, but I couldn’t get any further than that.

The idea of a store conveyor for the limitation is a fun usage of the limitation, and the presentation is super well done. The gameplay is overall fun, very fast paced and hectic, but it does get a bit frustrating when items are going so fast they're hard to pick up, and spinning is a bit slow at times. But when it does work, it works very well. Also, the very polished menu and game page were super nice touches.

Simple, fun, and well executed, you don't need much more than that. The asteroids hitting each other and breaking apart was especially cool.

I like the concept, hunting around a level for an enemy to kill, but I think the game's biggest issue is the camera: it makes trying to go left at all very frustrating, and my projectiles seemed to not go where I was actually aiming (though this may not have been a camera issue). But that's relatively easy to fix, and I think you really could take the concept pretty far with a larger stage to play around it.

The ability to switch gravity on both axes is super unique and fun to play with, and it's such a cool feeling when you do cool maneuvers with it, like in the spiral level. My only complaints about the level design are that some levels are too strict in their timing requirements, and I felt like I didn't have as great of an understanding of the switching as I needed earlier on. But in most cases, once you gain an understanding of the gravity switching, the obstacles are extremely fun to learn and blast through. And I really liked the nice touch that the music was more laid back after you died versus when you were playing. Great job!

I think the WarioWare style flurry of mini games is a really creative use of the limitation, and the games themselves all do a good job of following it as well. I really like the simple controls, though I admit there were a number of games I didn't really understand how to play, "Enclose!" being the biggest one. The presentation is really well done, I especially love the sound effects and the elevator door animation in between games, and how the colors change the further you get. Of the ones I did understand, my favorite was probably "Drive!", timing my button presses to not fly off the track was super fun.

You really nailed the sense of speed, and dodging obstacles feels really good. And every time I died, I always had the thought "nah, I can do better" and played again. I just had to keep trying over and over to top my best. I like how all the obstacles are designed so they can be told apart from a good distance, so you never really get into a situation where you only find out how you have to move after it's too late. And the presentation is just spectacular, I absolutely love the wireframe look, and the effects are all really well done. The only thing I didn't really like was that shoot on Left Shift felt kinda awkward to me, but it wasn't so bad that I couldn't get used to it. Overall, I really enjoyed playing this!

I definitely agree on the enemies, if I had more time I would've spent it making more unique shot types that force you to be at different parts of the screen. Thank you for playing!

The dithering pattern on them I think made them blend in with the background too much and thus made them feel like a background element. The shape also felt more shield like to me, which would feel like proper background decor in this setting. However, the room where you go on the left side to make the medallion on the right fall served as an excellent tutorial for them, so they can still be figured out in that regard.

I really like the autoscrolling idea, making a run n' gun platformer a lot more shooter like, and the grenades are really cool. The powerups I was able to find were fun to use, but the limited ammo stifled that a bit. While the graphics were overall good, the orange parts of the ground often hide bullets because enemy bullets are almost the same color as it with very little contrast, so I would often get hit by bullets I didn't even see coming. The brightness also kept making me think it was solid, so I would sometimes walk into it thinking I'd be stopped but just fall off instead. However, the actual control is great, and I never felt like I was struggling just to move around or platform. The music is also a great addition, and I love the little blip that plays when you die.

The graphics and sound are superb, especially that transition to the more fiery portion of the stage, and the fire itself. Even more impressive considering it being pure assembly. The lack of any real gameplay is unfortunate, but what you did manage to put in is excellent.

First things first, the music in the game is awesome. The graphics weren't super groundbreaking, but besides the medallions (which I initially thought were just set dressing) everything was easy to understand. The overall controls were fine, the main issue is that it feels hard to control your momentum, and particularly on the trampolines I kept overadjusting myself constantly and lost a number of lives because of it. This is my only major complaint with the gameplay itself though, besides that snag it was fun to play and move around.

Nope, it's endless!
Thank you for playing it! I intended that pickups become less frequent as time goes on, but I think there's a bug where that's reversed.

What was your final high score?

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I'll look into it, thank you! And yeah, small world in Mini Jam!

How did you make the online leaderboard work? I'm interested in doing something similar with one of my games and I'm curious how you pulled it off

I did, but the issue wasn't that I wasn't jumping high enough, it was that sometimes I wasn't jumping at all for no apparent reason, which seemed to happen regardless of my inputs.

Super cute graphics already make it great, but the puzzles are very well designed. Since the mechanics are very simple, it's pretty easy to look at a room at get a feel for what you're supposed to do at least roughly, and I always got a great feeling of satisfaction when clearing a room. The mechanic of using bots to hold down switches and as platforms is awesome, but I particularly like having to put one on top of a spring, and then jumping on top of it. Very happy I sat down and finished it.

This game just got its hooks in me and never let go. There isn't much else to say. Super fun, super addictive. My main issue is that because the screen is so zoomed in (though maybe that improves with upgrades) and you often have to destroy your own paths back to your base, navigation can be really difficult. Overall, great job.

Very fun game, very fun idea, but it seems at some point my left mouse button just stopped working within the game. I also really love the art.

Although I really like the game idea, the jump just sometimes doesn't happen for me, even though I hear the sound effect. And it feels random, like there's no particular reason for it to not work. The art and sound is very nice, though.

Very interesting concept, and it's executed well. Simple, but fun.

Super fun, and I love the slow build of the upgrades, you can feel the slow increase in power. I was skeptical of the mouse control at first, but it actually works very well. Did run into an issue though: when i clicked New Game+, nothing happened besides the buttons disappearing.

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I figured the Mega Man influence wasn't going to go unnoticed. Thank you for the kind words.

The controls are a fair bit janky, but it's so ridiculously fun to just throw things in directions and just flip gravity around and see what happens. There was always something in each stage that made me smile.

The idea for this game is amazing, and it's executed super well. There's not much more for me to say: it's just great to play.

I super love the concept, and I do think the game is a lot of fun (even if I wasn't able to beat it). I do want to highlight an issue though: because the camera can have elements just off screen, there's times where I don't have any idea what action I'm supposed to do to proceed. Great work.

If you press the escape key, then go to "options", you can reconfigure the controls.

The game is very nicely presented, and it has a really interesting take on the limitation. It's fun to hit and kill enemies, though I felt there was too much of a delay between attacks when hitting enemies.