The mood and suspense were pretty good. I would've loved it to be longer! :)
Pulni
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Okay, this is way too addictive! 😅 I can't stop playing! I got 4066 score, buuut I feel I can do A LOT more, and I kinda wanna try all night! It's perfect after the last push for the jam!
One thing that would've been awesome is having online leaderboards! 🤩 It is Unity-made right? I did leaderboards for our game, and other than making it look like something visually, it was about 30 minutes of work using Unity Game Services. Just FYI for the future that it's surprisingly easy. :)
Nice ideas, thanks! I love exploration games - will definitely consider that!
As for the objects - they actually spawn in a grid with random offsets and some chance that some cells of the grid won't have an object in them. It's nothing special as an approach, but I think it worked reasonably well (and was very easy to code! :D ).
Thanks for the feedback! :)
I usually make games on game jams (duh! :D ), so this one I just wanted to experiment with stuff that I usually don't do (visuals, mood, music). My current plans are to expand it a bit more in those aspects when I have time, but am definitely keeping an open mind about turning it into a proper game, so thanks for the idea!
Thanks :)
I get what you're saying. I generally wanted it to be an experimental artsy thing like it is, but I did want to at least include more interactions, more choices... music... :D but hopefully I'll have more time to play with it in the near future, and if a cool gameplay idea comes to mind, I'll definitely give it a shot! :)
Thanks :)
I actually wanted to add more particles and small shapes following the player (inspired by Alpha Muse), buuut only had the weekend to work on it, so I did what I could. :)
And now that I'm thinking about it, I guess it might be cool if one can gather different "particles" / "followers" from the different worlds and move them around through worlds... so "an end is a new beginning", but you keep your previous "experience"... or something like that :D
Pretty cool game! I enjoyed jumping around and finding all the eggs, and the rabbit is very cute! :)
I feel like some way of guiding the user towards the eggs / new areas might make it better (especially on later levels), buut it could be just me being lazy... :D One idea that comes to mind is to make new platforms use different visuals when they appear for the first time, so that the player would instantly know "Aha! Here's some new place for me to explore!" when they see one.
Very nicely done! Great interpretation of the theme, plays very smoothly and without any issues even with all those mechanics, and audio and visuals are very good as well!
The only problem is this is the first game from the jam I'm trying... and I feel like you ruined it for me by setting the bar so high! ;D
Oh, hey, Lyr-lyr! `:D
Thanks, that's a pretty interesting idea! If only I knew anything about music, I'm sure that would help with making good sounds or a game more focused on music/rhythm... but perhaps for LudumDare 60! :D
Instead, I was mostly just fooling around, doing random stuff and seeing if something sticks... and then keeping it even if it didn't stick, because who has time for improvements / fixes?! xD
Hey! Cool game! Pleasant audio-visuals :)
Would be nice to add more potions... perhaps every combo can have some effect (even if some are the same)? Or somehow make the recipes more convenient to see? My memory is not great and I can't really remember them and have to constantly switch between the recipes and the brewing screen. :/
Thanks, glad that you like the art! :) The way wall run works is you just press space when you're right next to a wall...but you kinda have to be high enough so that your feet are still in the wall area (you know, to be able to run on it, after all :P ).
Thanks for the feedback! Several people already reported wall running to be a bit too hard or just not how they expect it to work. We'll look into it post-jam. :)
I like the general idea, and the sound and visuals are pretty good!
Perhaps there needs to be something more in the end. I like the twist, but maybe it needed to be revealed more gradually (or be hinted at more from previous scenes (maybe I just missed some hints, but still)), and also perhaps have some final image/more text at the very end that explain better what happened (for the simple minded like me :P ). The twist idea in general is quite awesome though! Good job!
I like how the music/visuals change the more stressed you are! It's a cool concept in general.
One thing that I think might be improved is the UX. Somehow it doesn't feel natural to use. For some actions you need the mouse, and for others - the keyboard. Perhaps it would be better to make everything keyboard controllable? Or maybe change the ratio so that one needs to press more keys on the KB and click fewer things with mouse? Right now I feel like I'd be faster if I can just use the keyboard, and that the constant switch between mouse and kb, as well as some animations are slowing me down. This raises my IRL stress! :D
Simple and cool. I both like and dislike how sometimes the same key does 2 actions. On one hand - I did not expect it and it was super convenient in some cases. On the other - it sometimes doesn't allow you to progress and you have to wait it out. Random idea: maybe add a button that instantly switches to the next combination?
Oh, and sometimes the change happens mid-air, which usually leads to level restart and is not fun.
A timer that shows how much time until next change might generally improve the experience.
In any case, good job! :)
Do I need to say more? :DI loved it! It's quite challenging and takes some time to understand how it all works (even though it's just 2 sticks and whatever the third one is called), but when you finally complete it it feels great! Good job! :) Oh, and even when I won, my plane was still totally out of control! :D
Hey, at least my game got compared to Hearthstone, right? :D
And yeah, I didn't have time to make a proper balance pass, although it could just be that the game's core idea is too random and can't be balanced in a good way. I plan to explore that later this month or next. :)
(A strategy that seems to work very often for me (at least in the first levels) is to just cast everything on the enemy. Not too exciting, I know :D )














