Super cute artwork and animations, and the looping enemies into spider web is a perfect mechanic this theme!
Pull the Lever Games
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I'm so glad you enjoyed the wholesome chaos :D
Thanks for pointing out the scoreboard issue. Honestly, strangest things happen while deployment. My greatest takeaway from this Jam was that "You start taking builds and playtest them since Day 1". I kept them for the last moment and my web builds absolutely crashed.
I'm happy the mechanic felt intuitive. I had initially thought of making it a fully mouse driven gameplay, but due to time constraints that's a task that forever remained in the backlog.
I totally agree with tail controls to be tricky at times; dynamic rigidbodies are sometimes a pain to tweak around.
Thanks you for playing the game!
Immense respect for the amount of effort put into this game- the art style, lighting, color palette, narration, and microinteractions are all spot on.
This is just a small nitpick, but I personally find true isometric games a bit visually challenging to play. The camera movement felt slightly off at times, particularly during the garden wheelchair section. Additionally, the player movement didn’t seem perfectly aligned with the isometric path.
Great entry to this theme. The levels are really well designed. I took so long to beat the level with 4 pedestals next to one another, but once I learnt the mechanic, I was able to solve the remaining ones. Still I felt the difficulty curve was quite exponential. But that's understandable since it's a jam entry.
Waiting for the next update and hopefully a web build.
OMG, Thank you so much! It's always lovely to see your game being played by people full of energy and excitement.
I do agree about the sounds, I wanted to add many SFX and ambient music into the game, but couldn't.
I was originally not certain if the game was worthy for PlayStore since there are already so many similar games in this genre, but you reassured me. I'll consider developing it further *but after my current game's release. (。•̀ᴗ-)✧
Your game was super fun to play around with. I was able to reach floor 5 once and then floor 7.
One of the things I noticed was that you don't seem to clear the level attributes when the player finishes it. Because if during the end of one level if I had my mace out, it will continue to be out when the next floor gets loaded. The same goes for items from the chest.
Also, double jump to throw shurikens I found was a strange design choice, because of that I rarely made use of it. I believe if it were assigned to some other key like 'F' or 'Ctrl', perhaps I could've made use of it a bit more.
I loved the concept that shurikens replenish with each bounce of mace. But it also allows players to exploit the mechanic in a few ways, one of which is the player can keep a solid object between him and mace and try to pull. Doing so will instantly replenish shurikens.
Player movement was quite smooth, but my character kept sliding for a bit, a very small amount due to inertia. I found the jumping aspect a bit difficult to control since it has a very small height and the player can do wall jumps, but I assumed that was the expected behavior.
Finally, in my opinion, I think keeping a limit on how far the mace can go would be better since at times I was at one end of the floor and my mace was far off the screen probably stuck somewhere.
Crystal clear instructions, excellent enemy behavior, and bullet projectile; with that, overall a solid entry mate. GJ!
Hey, thanks a lot for that beautiful breakdown. Originally my plan was to include offensive strats like some jellyfishes (jigsaw pieces) can fire back electric shocks and laser-type shenanigans. But then realized I had only a couple of hours before submission and made it a defense main game XD.
But as you pointed out I'm quite happy making it a defense main game and will probably proceed in that route.







