Simple concept executed well. This was one of the fullest game experiences in the game jam. I was fan of the outline effect. Level 3 had missing collider in top right cornes, so I was able to escape into the void and became free.
Pospec
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Creative take on the theme. Audio was also amazing.
But the boss design had some flaws. First, sometimes it looked like player collider was even bigger than the sprite, so I got hit even when I was visually out of range. Then some attacks had basically no anticipation time. And lastly telegraphs looked preatty simillar to each other. I think without these issues the boss battle would be a blast. It has got the juice, art is nice, roll attack was nicely designed.
The lightning attacks felt really awesome to use, I would like to see similar love for the pistol shot, it seems kinda weaksauce compared to the zeus action. Maybe this game would benefit from going oldschool doom style and locking the Y angle? Kinda looked like im holding an angry little wizard plush. The modeling work was rlly cool (we saw you made the red enemies, are all the assets made for the jam?). Overall a nice fast paced shooter
Shoutout on making a browser build. The Boss fight was clever. But after it we got stuck and could move (I guess we beat the game :). We also didn’t know how we solved the puzzle with door, but we somehow got through. Putting cotrols to the game would also help, but not a big deal.
The audio / visual effect of switching between states was really well done and polished.
We get you with the video submission, it was pain for us too and we barelly finished the video on time.
Nice simple game with lot of polish and juice. Also the artstyle is amazing.
I appreciate difficulty options, I started on the easiest difficulty to learn the game and then played at the highest difficulty to have some challange. But even on the easiest difficulty it starts to be challenging as game goes on.
Lot of endless runner games in game jams make the mistake of not increassing the difficulty enought, so in them I quit the game out of boredom, even before I die in them. But this game wasn’t like that, the difficulty curve was just perfect.
Horze to the win! Fun concept. Upgrades add depth to the game, but on the other hand, when you upgrade your horse, it’s easier for them to win. So the game get’s easier and easier and as races go, you have almost certaint win. Maybe some progression to higher league could help with that, but that’s to much to ask for in a game jam game.
On my first try I got stuck at some house with stairs. When I walked the stairs I couldn’t return back. I feel like the city didn’t add anything interesting to the game. Some simple environment fould fit game of this scale more and made it easier to navigate (and also faster to download ;D).
But I liked the idea of riddles.
Interesting artstyle. The popsicle stick was also nice gameplay wise because it showed x position of characted mid jump, so I always knew where I would fall (if I stopped moving). I don’t know if this game has coyote time, at least sometimes it felt like it isn’t there and jump height wasn’t variable. These are quite essential for good platformer. But these are just small issues with movement. Otherwise nice game.
Fun concept. Really liked how fast retry is, because I crashed a lot in this game fast reset is essential. When levels become larger and cars faster it’s really about fast reflexes. As comment bellow says, maybe some time to look at the roundabout and plan would maybe help the game, but other than that nice game with nice graphics.
Interesting concept. Is there always guarantee solution exists or no. but it’s nice you got points even when the solution isn’t perfect. So even if player has bad luck, they don’t fail totally. But I’m still curious if you looked into the math of it and if there is some prevention mechanismus, or it’s mathematically guaranteed solution always exists.
Nice game. What happen when I pay the depth. When I played it, nothing changed, did I beat the game or not. Also I couldn’t understand how health worked. Some visualizatoin of how many HP I have coudl be better.
But other than that nice game, artstyle and sounds were incredible, risk reward system was also nice. Good job!
Nice take on the theme first I din’t understand how it relates to it, but then when I read that the solution are loops I was mind blown!
I was really bad at it and get only to the second level with red tiles. But without the hints on the page I wouldn’t even got that far. Some UI feedback like what tile is selected would also help, but in the ned I did away without it.
Super cool idea. I could see this expanded to more of a rhythm game. For example you have to always play a song (because now there could be long periods of silence when you’re figuring the right combination) and only at beats you can switch to another song.
But still the game as is now is really fun, the artstyle is amazing and music too. Good job.
Nice puzzles. I really liked them. First I couldn’t understand how game worked, but as I played it got me and it’s nice concept.
The performance of the game was really bad on my PC, everytime I tried to pickup something it freezed for a second.
But rest of the game was nice and the artstyle was also super cool.
Game feels nice. My only complaint is about control binding. For me it would be more natural to shoot with spacebar and sprint with shift. In many heated situations I panicked and messed up the inputs constantly.
Other that that, good feeling game with a lot of polish and nice SFX. Enemies are cleverly designed so some attack you some ships. Nice job.
Nice cosy game. Artstyle and sound effects are incredible.
Also interesting take on the theme.
My only issue is the tutorial. Just walls of text before playing. I forgot more then half of the information I was reading. (But game I worked on also has this issue - because of the time budged, so I understand it).
















