It takes a while to get the snowball rolling, but once it gets rolling, you become unstoppable! It honestly felt like there maybe should've been a 3rd enemy type with even more health to show up around wave 15. Overall, though this was a really fun game!
Regular Polyhedron
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If I could put a 6 for originality I would! I originally thought I could just babble into the microphone for 10 minutes to beat it, but it's actually a resource management game. The premise is so creative and the songs and soundboard are really funny while also being interesting to manage! Definitely goes in my top 5!
I spent more time than I should have when this game doesn't really have an end goal. Very fun race betting game! I love all the different hamsters! The betting mechanics were a bit exploitable but this doesn't seem like the type of game that's trying to be a real challenge. A suggestion if you do want to make it a bit harder is to restrict how many chips you can place on the board. This would make you have to be a bit choosier with where you place them. Overall, this was a thoroughly enjoyable time! Great job!
Ice physics + bullet hell sounds like it'd be a nightmare, but I actually enjoyed this one while it lasted! The boss felt fair and the physics felt consistent. My one big gripe is that the dash goes nowhere if you're not holding a direction when you do it. I feel like it should be based on the last direction pressed, rather than the current direction held. Overall, though, this was an enjoyable little game!
This game was pretty fun! I had a bug where I became invincible after trying to do the trick on the ground. It let me get to the end of the song at least! I also thought it would be neat if the pickups were something other than simple shapes. Overall though, this was a fun game with great presentation!
This is probably my favorite game I've played with the "slick as cool mechanics" theme. Like, adding dodging, parrying, and samurai split-in-half slashes to a game is slick, but making a game where they're the only things you can do? That's like, pure, distilled slickness! The core loop is fun and challenging! I had it happen a couple times, though, where the slowdown for a parry canceled my dash, and I died because I was expecting to just dash through the bullet instead of parrying it. Overall, though, this game is awesome! I got to around 35 seconds.
This game was really fun! I loved the music and the visuals, especially those psychadelic backgrounds. Using the mouse for undertale-style battles is genius! The mouse misalignment was a bit weird to get used to, though. I liked this game a lot! The third stage kicked ass! I watched Madagascar while I played it, and it was so F-ing funny it made me want to wash without looking!
Thank you for the comment! I especially appreciate the granularity of your feedback. The boss being too easy is a result of some of the planned features not being implemented for time. The spikes should be an easy fix, and will be high on my priority list for a post-jam update.
TBH this comment has made me think a bit more seriously about doing more than just a small post-jam update, and I'm super thankful for that! I've started getting ideas for more mechanics and weapons. I think a big thing restricting me with its current design is the limited level size, so that'd have to change, too. That being said, if you want to tinker with a similar game, by all means! It's not like I own the idea of a puzzle-platformer based around throwing stuff.
Thanks for playing my game! I'm glad you enjoyed it!
Thanks for the kind words! I knew of some bugs pretty early but the sword being hidden is a new one for me. I think that it's caused by the sword's variable tracking whether it's in a slot is switched to True, but I'm not sure what would cause that. Level 14 has definitely shown itself to be a problem child and will get redesigned in a post-jam update. Reversing the level order on 14 and 16 is a good idea, I'll keep it in mind. The witch being so easy is partially because of a feature I intended to be part of the boss was not implemented yet, but I'll probably add it in in the post-jam update. Thanks for the feedback, it's super helpful!
This game was pretty interesting. The art and writing was super well done! The gameplay was fun, too, if a little rough around the edges. I felt like I went so fast the only practical way to play was to hold down the space bar and just shoot. Perhaps lowering the speed generally or lowering the threshold to which you can ram enemies would make it a bit more practical.I also encountered a bug in level 2 where I clipped out of the level and had to quit out. Overall, though, this game was neat and I had a fun time! Always love to see other folks using pygame as well!
The two different grapple types was a neat idea! In practice, I think the rotational grapple killed your momentum a bit too much to be practical except in niche situations, especially since it can take a while to retract as well. Bouncing around amongst the stars was still fun, though! I enjoyed this one!
I like how arcade-y this game is! Its core mechanics are simple but deep and the visual style is awesome! An improvement might be adding a little bit of a freeze frame when you break an enemy's shield, since I kept accidentally killing enemies instead of grabbing them after breaking their shield in melee (that might just be a skill issue on my part, though lol). Had a good ol' time playing it!
Uh oh, there goes 40 minutes! This game was really fun and engaging! The music was great, and didn't get tired even though it was just one track. It seemed a bit easy to dodge and the difficulty didn't really scale enough, but tbh stuff like that's the case with most jam games (many more so than this one). I found out when reading the comments that this was a solo dev, and that's seriously impressive! I couldn't tell just by playing it. This is a great one!
Loved every aspect of this game, great job overall! If I had to have one minor nitpick, sometimes the final boss's rng just makes it so that you can't shoot it enough to kill it before it goes off screen since your shots get blocked. That's a minor nitpick, though, it usually doesn't do that and I'm not sure how it would be avoided, either. Great game!

