This was so incredibly goofy holy shit lol. Kudos for roasting the player during the boss. Up for jump and space for shoot is insane, and the hit boxes on the fliers was super rude. SFX and voice over 10/10. Overall score: capital "A" Art™
RandVGM
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Nice work! It really felt like you had something to say with this. I think the gameplay was a little clunky at times, and there were definitely some unfinished elements (what was up with the package?? lol). Loved the overall aesthetics. But ultimately, the main thing you focused on was narrative, which, while clunky in its execution, had heart and I enjoyed it.
Man I thought this was a pretty cool idea, loved the visuals and the audio selections were good and well implemented, but I encountered a bug where a big UI component was obscuring most of the screen. Still gave it the old college try, but between that and the controls being a liiiittle clunky I didn't end up making it very far. Really solid attempt though! Definitely feels like it would be a really fun roguelike with some of the edges rounded out.
Yo really fun little game! Love that you had a full intro. The interplay of avoiding the frog and running the corn was super fun, the controls felt fluid and solid. Feels like it's primed for more random stuff to get in your way as you progress. I felt like the demon rat mechanic was a little more obtuse, but i get what you were going for. Overall really fun idea!
Loved the art and overall ambience! I also love the concept with the staple gun. I *did* get stuck in the starting room for a while because I shot some staples that affixed themselves in the doorway lol. And that experience communicated to me that I'd be able to shoot staples into anything, so it was a bit rough until I shot the lights. But, overall, a fun experience!
Hey thanks for the kind words and the feedback! Glad you had a good time.
We definitely deliberated about the rolling movement quite a bit, initially it was much faster, but we ended up nerfing it to focus on the rocket movement, and basically went in the direction of a sort of misdirect with those curve sections as you pretty much guessed. But yeah, I definitely think we could've communicated that (and some other things probably) to the player much more deliberately, maybe with more tutorial-esque problems to teach the player early on or something. Anyway, great insight! Appreciate you taking the time!
Really cool idea! Even though it's maybe not strictly a Foddian game in the sense many people often think of it, I do feel like it's a really interesting (and frustrating!) puzzler! Took me just over 20min to beat, and in that time there was some solid evolution of difficulty as I got a handle on the controls, with maybe only a couple exceptions, but I was almost always really engaged. Also the entire presentation was super solid. Visuals and audio were both really nice. Great job!
Really interesting concept! I liked a lot of the execution. I would echo some of the feedback regarding the seeming randomness of the player's facing, which could feel a bit (too) tedious. But overall, a really fun movement concept, and I was really impressed the way it still feels very Foddian despite having such a unique system!
Thanks for playing! Binding of Isaac was definitely an inspiration. But yes, we super ran out of time when it came to the audio unfortunately, so I appreciate the feedback there!
That's a pretty rough bug, im sorry you encountered that. I haven't come across that one myself, but I'll have to look into the pizza weapon a bit more.
Thanks again for playing!
This was great! Really loved the art, the music was solid, sound design was really impressive. I also thought the design and gameplay were a lot of fun. I think the aiming system could use a bit of tweaking to help remove some of the very fine mouse movements required at certain angles, but in any case I could totally see myself playing a much longer version of this game. Great job!
Wow, really impressive work! Really solid little story with good mechanics. Loved the way the NPCs leaned in during dialogue, and just generally how all the billboarding all around was done was phenomenal. The art and aesthetic were on point. AND you even included checkpoints to mitigate the tedium. Loved it.
Thanks so much for the thorough comments and feedback! I'm really glad you were able to get to an ending Lol. This was definitely a major learning experience, and once the jam is over I want to really fix the logic bugs and do the concept and art justice. Also very good call with the flashing lights warning, I will definitely add that to the game page asap. Thanks again!








