Really cool game, lots of potential here!
The tutorial would be a lot easier if things were explained step by step (like Balatro), rather than explaining everything before you start playing. I also think some more decision making or random events would make it way more replayable. Would love to see updates to this!
popcar2
Creator of
Recent community posts
Really cool and fun! I agree with some others in the comments that the controls felt very unintuitive at first. It wasn't obvious for the first minute that my speed while shooting out depended on my current speed, and I was often wondering why I suddenly stopped or my curve is just an arrow pointing down.
It's hard to explain but it felt a bit off to me that it 100% depends on total velocity and not direction. It felt like in order to go faster you can dash down and then go back up because gravity increases your speed. Also, you can freeze as soon as you hit an arrow to go way farther and faster than what that arrow would have pushed you to.
Really cool mechanics at play here, and it's nice someone other than me made a platformer where you bounce around ;)
If you're gonna work on it past the game jam, I think the tutorial needs to ease the player in more. The ball mechanics are hard to wrap your head around and I got stuck in a few places until I understood what it's trying to tell me.
The camera also whips back and forth too quickly, and the parallax background also moves around too quickly which is a bit distracting. The part near the end of the tutorial where you can fall back in the water is evil, because I fell in it like 4 times trying to bounce to the top left.
I also had some issues with the bounce mechanic, sometimes when you let go it launches you backward, but sometimes I let go and nothing happens. It wasn't super clear why or when that happens. This game can be awesome with a bit of polish!
Really cool game, the art is fantastic!
1. Not sure how this bug happens but on a few runs it felt like I was going so fast that I hit the roof(?) or suddenly lost all momentum for some reason.
2. I reaaaaally wish there was an option to disable the CRT filter. It's a bit harsh and even hides some of the pixel art IMO.
3. Some of the upgrades feel redundant. Bouncier and Extra Bouncy, Gold Gain and Bounce Gold for example seem to basically be the same thing but slightly different.
Awesome game all around, I really love the mix of puzzle and action. I also really appreciate that there's aim assist locking you into enemies, although I do wish it were disabled when using the sword to give a bit more freedom.
Those final levels were TOUGH. Fairly sure I beat the final level with only a few milliseconds left. Great work!
Perfectly on theme, I also love how you implemented Pocket Pal. REALLY tough game though, those last few levels were rough to beat. I loved the game in general and the controls felt very intuitive.
I do think the camera makes the game unnecessarily hard though. It should show where you're going, not where you were. I often have to move slowly to drag the camera because I can't see what's ahead.
I also wish there was an easier way to tell where you're supposed to go first. It's very frustrating to go straight to the level exit and have to backtrack all the way to the other side of the level to hit the button, then go back to the exit. The game is linear anyway so I don't see the point of giving a choice on whether to go left or right when only one is the correct choice.
I also just read that fire gave you invulnerability for 8 seconds. I had no idea! Aside from those, it's a pretty good game. Nice work.
Really cute, I love the seal. Blubber is my friend.
1. I wish the game had more momentum to it, it seems Blubber instantly goes back to his max speed right after hitting a boost. It would be nice if you can carry that speed to jumps.
2. Bells have such a tiny hitbox, I often miss them even when it feels like I ran right into them.
But aside from those, really fun game! I wish there were more than one level.
In terms of theme, this one is on point. Loved the idea of having to manage items to keep your momentum going.
That said I felt like a lot of the game forced me to memorize the level because you go too fast to react to rocks and sudden pits. The camera could've been moved to the right so I can see more or zoomed out entirely, I couldn't get past level 4 because I either went too slow that I couldn't make a jump or too fast that I fly upwards and fall straight into a hole or rock. Signs telling you what's ahead also could've been a huge help.
Aside from that, fun game!
I love the idea of Space Invaders but with a lot more depth, and this game seems very deep! I enjoyed managing resources and getting new weapons, but I did find the geoscreen a bit complicated and unexplained. I wasn't really sure which resources did what, which buildings I was supposed to build, and what the goal was exactly aside from farming resources.
I also felt like there were too many popups with a lot of text every few seconds in the geoscreen which made things even more complicated. Aside from that, nice work! Really ambitious game to make in such a short time.
Thanks for the really in-depth review! I've taken note of some of this and gotten great feedback from others as well which I'll work on if I ever continue working on the game (or join the next jam).
Also, congratulations on being one of the few that liked the difficulty haha. The #1 complaint I get is that it's too difficult, unfair, or infuriating.
There actually were plans to make it way more complex but time definitely got to me, I was in a local game jam at the same time where I had to travel to a different city so I didn't have much time to work on them. The idea was to have enemies sometimes interrupt their attacks sometimes and force you to dodge backwards, or shoot arrows that you have to attack right before they reach you. Of course an endless mode too would've been nice. Maybe I'll work on these in the future, if I have the time.
Again, thanks for the detailed feedback!
It's definitely not you, the harsh difficulty curve was because I ran out of time, sadly! I was planning on way more but unfortunately I had a different game jam at the same time.
So only 2 fights made it in. I decided to make the latter difficult to give players a bit of a challenge before the game ends. Definitely something I hope to fix in the future with more content and an easier on-boarding, but thanks for playing regardless.
Thanks for the feedback. The changes in tempo were meant to make the game more like a rhythm game rather than just memorizing directions. I totally get that it's not as intuitive as it should be, and may be too difficult to get used to. Hopefully I can amend some of that and polish the game more in a future update.











