Glad you think so. In my head and when playing it I felt it became very strange but could not word it properly for the submission, I'm glad to get confirmation on the fact that it isn't just me who thought that.
patrickbutsmart
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fun game for the most part. the game size was bigger than my screen so I couldn't see the full screen all at once. the character also felt a bit fast for controlling in precision parts. I was stuck on the dashing level for a bit as I was unaware of dashing being a thing. overall seemed like a good game
audio was a bit sharp. overall game was quite fun. even though it was simple it felt quite innovative. there were a few softlocks which didn't matter too much given the r to reset thing but I still thought seemed odd. I understand that the point is that it isn't linear and although it definitely fits the theme well, it did feel quite linear in gameplay (not necessarily a bad thing but thought it was worth mentioning). I am aware most of the comment seems negative but it was still a fun game and I did find parts of it quite interesting.
It is an interesting idea. the first 2 puzzle levels were cool. the starting levels not having anything to do with the main idea of the game and instead just show that you can jump/crouch didn't see to achieve much and there wasn't a lot of fun to be had(granted it didn't last long on them levels so didn't matter too much). the dropper felt a bit tedious having to go around the pillar each time instead of just jumping off but the obstacles seemed to just be placed pseudo-randomly. the dizzy level felt a bit long and the coloured obstacles did trip me up a few times. with this type of game your hitbox is quite important but there is no indication on the size of your hitbox or where it expands to. I'm aware that this seems like a lot of criticism but I do think if worked on, there is some interesting ways you explore the main idea.
cool game. the menuing sound effects caught me off guard but given I'm complaining about that, it kind of tells that the rest of the game was quite good. I passed the do not enter room twice but have no idea how I passed it. I did go back into the rotating room after beating it (and bringing the cube with me) at which point the door closed and I think I was softlocked. overall liked the experience of the game a lot.
fun game, quite creative and I like Most of the levels (at least up to where I stopped). When using the abilities it feels like it would make more sense if you used the ability of the one you were currently on then switched over what item you were. definitely would recommend having space for jump being an option. the bottom of the spikes hurting you feels weird given that it looks harmless. but overall sill a fun game and I liked the art style
took me a while to figure out what I was meant to do, the game is quite unique but the game does feel stale after a while. the art is good and audio is at a good volume and feels good. The viewport looked weird in browser, Maybe if you had a full screen button or changed the width/height it would be slightly better.
the game is fun and I like the art/audio of the game. the whole point of the bomb feels like it is just to catch players off guard when swapping which feels unfair. The fact you take damage if you jump over bombs also feels unintuitive. I also didn't really realize you could run across bananas. I don't really see how the game fits the theme but apart from that the game was still quite enjoyable
I am glad that you seemed to enjoy it and thanks for the feedback. If the surprise in the writing is what I think it is (which I would be impressed if so as it is quite awkward to get to), then that was added after I thought the game was completely done. The doors is something I somehow completely overlooked Fortunately once you are hovering over a number you can figure out that it is the clickable part but somehow the doors was oversight. I think I mentioned in a previous reply but faster skip although would have been awkward to implement in a way to where the game still makes sense, would have been a very nice feature
Thanks for the feedback. Especially compared to the shovel jam game this is a lot less interactive, (as u could press basically any button in that game).
Given that the narrator had to remember your choices from previous rounds (idk if rounds is the right word), the amount of interactivity for any one part is quite limited due to scope.
Glad you think the mspaint vibes fits in with the game. The mic is very much low quality (literally just from a headset). I used a discord bot to record the audio which helps a bit with compression (cuz discord has compression). That being said the muffled is probably less the mic's fault and more mine
I played 4 rounds first word was womaned and their was no w that appeared, next word was seism and somehow no s appeared third one I forget the word but started with c and no c appeared and my last one started with p but no p appeared. The game feels like it could be fun but please add a check to make sure the letter you are starting with isn't going to be impossible. The audio and visuals were nice. As much as making words can be fun It was hard to enjoy due to the lack of potential in actually winning. I did play a 5th round when writing this (technically only played 3 before writing this) to make sure I was rating the audio fairly and did finally get the letter I needed to appear. If you add a bag basically telling you what letters are left for you to pull and ensured that the letter needed appears at least once, then this game could be good fun and even have some strategic dept to it.
I believe I understand what you mean fairly well. I don't think the game would work nearly as well if you had some idea on what to expect (even if in retrospect the title makes some sense). the not knowing what to expect helped excuse the bad art style potentially to the point where polished art would feel out of place. The concept required voice acting but since majority of games don't have a narrator/voice acting it definitely seemed to have been more appreciated than it potentially deserved. I appreciate you telling me where you believe where the game done good.
it is a neat idea but it is hard to tell what is happening at first. a formal menu or something would go along way as it didn't make a lot of sense why you start the game needing to press n to start a new game. It would be nice if the levels were guaranteed to not just trap you immediately, a lot of the levels seem to have stuff below where the player can see and often times where the loops are and the size of the belt make a lot of the level feel meaningless especially if only 1 loop is possible. I'd recommend having more carefully designed levels rather than procedurally generated ones (which I presume is the case for the levels) as it could drastically increase enjoyment if the levels feel satisfying.
fairly good game. The audio was at a good volume. I understand the going home part for narrative reasons and to make it fit the theme however its whole purpose seems to be to just limit the player, I think it would make sense if it was a scenario where you had to make x amount of money in x amount of days in which case it can add to the game but as it is, the game would feel better if you didn't have to go back to the house each day and it wouldn't really sacrifice the narrative if there just wasn't days as it isn't something the player would think of. would also be nice if buttons could also work for movement as clicking becomes annoying after a while. I also done the 7 vases and was going to do the last challenge but the antidote got stolen and no way of getting thyme it seems so gave up.
I like the idea, played it after seeing your devlog on it. game was quite enjoyable would have been cool if you further explore the concept. for the top right room I presumed you had to loop the 2 reds without looping the green I accidentally looped the green but it still counted not sure if that is intentional or not. for the boss fight when the enemies are out the guy is faded and it is clear u can't damage him however it took me a while before realizing the same was true when the fire was out and that damage boosting was doing nothing. I understand how everything else sets it self up to loop at the end but what happens to the rat. Is there just an infinite amount and are they all liars?
it could be cool if this was gamified somehow. It is good that you added audio but I don't know if the sound effect fits with what is being done. I did notice that if you press an option then a different option it wouldn't update the sprite but it would change the answer depending on what it was (for example clicking the normal cheerio then either of the other 2 will result in cheerio being picked but either of the other 2 then cheerio will also result in cheerio)
the idea was nice. I think the hoop effecting when you move as well as when you jump makes it a bit awkward and doesn't feel nice especially if you need to micro-adjust. when you were told that the upward hoop was available that was good but there wasn't really anything telling you about most of the other features when you unlocked them or when you had them. I liked the scenery but the inconsistency with the character size between levels didn't feel great. I think if yous fixed a few problems and maybe added a qol feature where you could aim diagonally without moving by maybe even just having jump be based on release and when you press it it acts as the initiator ( I can't really think properly of how to word that so apologies), I think this game could engage the player more and would also allow for more challenging levels without said levels feeling unfair (which some levels felt like they were bordering on). I am aware the game was made in 4 days and that this comment is critiquing alot, but I hope this comment is useful if yous decide to expand this game.
cool concept. the bullets following the player near one of the flags felt unfair granted it would have probably been fine if the progress of the flag stayed. the one in the top left where you just have to trial and error until you reach the end without dying felt tedious. the other one was alright and could have probably been used as a tutorial. I think if you turned it into more of a neat puzzle game it could be interesting. I understand that the point of the boss fight was to shoot a few times and just die but there wasn't really a challenge to where you were likely to die and so either way if you chose to just keep rapidly dying or not it would feel kind of repetitive. the music was nice but the menu sound effect felt very sharp at default volume.







