hell yeah!! banger options in here. 
pijinguy
Creator of
Recent community posts
woah holy crap there is lore with cutscenes and everything, the game is very pretty and atmospheric first of all. the gameplay is not for everyone im sure, these controls are very difficult to get the hang of but i feel like that was the intention, and it works, once you learn it, its very sophisticated and good. its a good time!
a classic "ice sliding" puzzle game with actual creativity and clever unique design behind it? i never thought i would see the day. jokes aside, this is really well done, every time i start a new level thinking i would be bored of it and leave, it hooks me with its level design until i managed to finish the game. i commend you on that. very well done!
so a 3D platformer with tank controls and a fixed jump... sounds like a nightmarish disaster, however you built your game around that and somehow made it fun lol. i like the effects of each stage, gives some good variety in the gameplay. also, the game is beautiful stylistically. my only issue is that dying once sends you all the way to the beginning, which feels cruel and frustrating. overall, amazing job, did not expect to like this as much as i did tbh lol.
i have mixed feelings, you did so much right but also so much wrong. alright, so, the concept of interacting with shutters to choose rooms to make is brilliant, and shooting walls is a lot of fun, however its not used well here. the objective of the game is to find fuses then i think you are supposed to go back to the eleveator?? i found 2 items which i think are the fuses but since the interactables aren't clear let alone what they are and nothing is explained, i cannot be sure. but i will go on that assumption for now, in a game where the most fun thing is making the map bigger and bigger, having to memorize where to go is contradictory in the game design. the best strategy becomes to make the least amount of new rooms. at the very least give me a mini-map or something telling me where the elevator is. also the minotaurs are almost nowhere to be seen in the game, and even when they are seen, supremely easy to avoid, they are not a threat whatsoever. the game does well in its audio design to make you feel tense but that unfortunately goes away once you realize the enemies are too easy. sorry for yapping so much, but its because there are things here that i really love, and i wish the overall experience around them better showcased that. in any case, you did awesome.
feels like a prototype to be honest, nothing wrong with that by the way. the lock in shooting feels really good but the flow of the overall game needs some work as not only is there no score being tracked or anything (as far as i can tell), but even if there was, the game is too simple in how it plays out and there is little to no startegy unfortunately. still, the mechanics that are here are fun, and could be made into something really cool.
really short, although the random generation (or at least i think that's what you did) helps with replayibilty. the gameplay itself is quite fun although the enemies popping up once you go half insane can be a little unfair in how instant they are without room to react. hoooooooly crap the presentation is impressive, this game looks and sounds amazing, and i can't believe you were pouring that much effort into a pause screen for a jam game this short. the shader you used for when things go insane is very fitting as well. truly amazing submission. lots to love even when so short.
the atmosphere is very well done, and i think the gameplay is ok?? however i cant really tell because it is very very confusing, the voice is cool but subtitles would have been nice to fully understand and then on the right, the system around the speaker did not make sense to me to be honest. i think there is something good here, its just a bit covered in a layer of player confusion.
alriiight, this is a fun one but i have some notes. let me start by saying the 2D art is beautiful and the game's concept and potential are actually really good and fun. however, first thing is that the player's attack looks quite short, some extra visual effects could help, and the parry feels unnecessary as dodging is a much better strategy which brings me to my next point, this game needed more variety in enemy types or at least attacks, i know its only a jam but one enemy gets repetitive very very fast. but overall, still a great job and a pretty good game, just needs some polish is all.
this is quite the impressive game. really good platformer with good theming. impressed with the narrative having voice acting. the trampolines are really difficult to see with how dark the game is, they should be more visible. i managed to get to the end but i somehow missed a single teddy bear, i feel like with proper routing, that should not happen, but i understand, you can never expect all the ways a player will break your game lol. even still, im highly impressed. great job!
im freeeeeeeeeee! there is a bug where the camera locks and does not let me have 360 degrees of spinning, which made the juke birds who were already difficult, wayyy more frustrating. other than that, this is a beautiful experience, i really like what you did with this game, and i am impressed with the assets. very well done job!
i really like the concept and the controls for the rhythm part are pretty cool although pretty tricky to get used to. i will say that going from wasd and using the mouse to make choices and going straight into a song is super disorienting and i always mess up the first part because of it, a 3,2,1 countdown or even a press S when you are ready would have been great to have. still pretty nice though, good job.
this game is soooo good. first of all, its beautiful af... AFFFF. it feels awesome building up the dirt and putting water, getting grass and then the souls yaaaaaa. yes i played this game a bit too much, you really juiced this up, i just wish there was a bit more stuff in this but wow this is awesome.











