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RyuAsakura

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A member registered Nov 27, 2022 · View creator page →

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The scale of the character and enemies feels really well handled, and I agree with another comment that mentioned how much the experience could improve with some music. I was never completely sure what the main character was supposed to be or who they were visiting, but I think the secondary jam theme was interpreted well.

I also think the hitboxes could use some tweaking, since I got stuck in a few places where the character clearly looked like they should be able to fit through.

Aside from that, with some refinement to the attacks, more enemy variety, and a well-paced sense of progression, I think this could turn into a really solid game. Nice work! :)

Don’t worry! I think the most important thing is participating, having fun, and learning from the process. That’s one of the best parts of a jam: trying new things in a short amount of time, making mistakes along the way, and learning from them so you can improve in the future.

Take care, and I hope you keep getting better with every game you make :)

Sure! I think the concept and color palette are really nice. I’m not usually much of a Sokoban player, but I still had fun solving the puzzles I could and exploring the town.

I did get stuck on the “Shadow” puzzle, though. There were only 3 animals and 4 X marks on the ground, so I placed a rock on one X and the 3 animals on the others, but the puzzle didn’t seem to complete. I’m not sure if I misunderstood something or if it might be a bug.

Aside from that, I had a good time with it. Maybe a slightly more lively soundtrack that matches the environment could help the atmosphere, but overall I think this is a really solid jam entry. Also, the way the character walks with their legs sticking out to the sides made me laugh a lot haha.

Really fun! I think the simplicity is one of its biggest strengths. With only a few mechanics, you managed to create something that feels both entertaining and challenging. The art is also lovely, both in the game itself and on the project page, and you can tell a lot of care went into the small details.

It also captures the spirit of classic Game Boy games really well, in the best possible way. Definitely one of my favorite entries from the jam so far. The only thing that wasn’t completely clear to me was the cooldown for the blocks; maybe some kind of visual indicator could help with that.

Congratulations, and thanks for making such a charming game! <3

I really enjoyed playing this! I think the mechanics you introduce in just a few screens already have a lot of potential for a much bigger game. Old Marygold’s physics feel fun, and the different ways you can throw the eggs add a surprising amount of variety. Combined with unlocking new areas, the small puzzles, and the platforming with Marygold’s slow fall/flapping mechanic, there’s a lot here that could be expanded into some really creative level design.

The concept is also genuinely funny and charming, and the art fits it really well. The animations and overall presentation give the game a lot of personality. Great job, I’d definitely be interested in seeing what this could become with more levels and polish!

Even as a prototype, I think this has a lot of strong points! The color palette is really well chosen, the sprites and animations look great, and the background music adds a lot to the atmosphere without becoming distracting or repetitive.

It took me a little while to get used to the controls, especially Oldie’s, but after some practice I can see them working really well in more challenging levels. There’s definitely a lot of potential here!

Sure! I think the game has a solid base and some good potential, especially if you keep polishing it.

I did notice some issues with the resolution and/or how the assets are displayed. Some pixels appear larger than others, and even the main character seems to have a few diagonal pixels, which I believe may go against the jam’s visual restrictions.

I also had several moments where my bullets passed straight through enemies, especially when they were near the top of their jump or still moving upward.

Aside from that, I think that with those details polished and a faster, smoother sense of progression through the stages, the game could become much stronger. Nice work overall!

I really like the idea and the overall presentation of the game! The concept is fun, but I felt a bit confused about what each object does. A short explanation at the beginning or on the project page would help a lot, especially since the controls aren’t clearly indicated either.

It also wasn’t very clear how much gold you need before you can defeat the pirate. And regarding the secondary jam theme, I think it could have been explored a bit more deeply beyond simply having gold as part of the game.

Still, it’s a nice concept and I enjoyed giving it a try!

Thank you so much for such a detailed and kind comment! <3

It’s a shame you couldn’t reach the end. The level design ended up being much larger than we originally expected, and unfortunately we didn’t have enough time to implement the checkpoint system or the navigation tools we had planned to help players avoid getting lost. Time really got us there haha.

The same happened with the SFX. We had them planned, along with some additional music, but they ended up being left out because we ran out of time.

We’re already planning to continue working on the game and add many of the things that were left unfinished. We’ll definitely take your feedback, and the rest of the community’s feedback, into account as we improve it. Thank you again for playing! <3

Thank you so much for the kind words, especially about the art and color palettes! :)

And sorry about the respawn issue. We had a checkpoint system planned, but unfortunately we didn’t manage to implement it before the deadline TT

Thanks a lot for playing! <3

Aaaah, thank you so much!! <3 It makes us really happy to hear that you enjoyed the game that much, especially the pixel art and animations.

We had never thought about Bipbi looking like a mix between a Big Daddy and an apple hahaha, but now that you mention it… you’re actually kind of right xD

And yes, we’re already talking about continuing development after the jam, so hopefully there will be more to see in the future. Thank you again! <3

Thank you so much for your comment! <3 We put a lot of effort into making the game look and feel as polished and beautiful as we could within the jam time, so we’re really happy you enjoyed the art and atmosphere.

And sorry about the controls! We originally planned to add more abilities using the K key, which is why the shield ended up with that combination, but we didn’t have enough time to rethink and polish the control scheme before submitting.

We’ll definitely keep your AZERTY keyboard feedback in mind when we improve the controls in the future. Thanks again! <3

Thank you so, so much for taking the time to play the game and leave such a lovely and detailed comment! <3

We were actually aware of the super-jump bug haha, but unfortunately we didn’t have enough time to fix it before the deadline. The same happened with some of the platforming details and the checkpoint system we had planned.

We’re already talking about continuing development after the jam, so we’ll definitely work on those things and keep your feedback in mind.

Thank you again for all the kind words. The whole team was really happy reading your comment! <3

Thank you so much for your comment!

Yeah, the map ended up being a lot bigger than we originally expected haha. We had a few things planned to make navigation easier, like adding a map and more visual guidance, but unfortunately we ran out of time before the deadline.

Sorry you got a bit lost, but thank you so much for playing and for the kind words! <3

Thank you so much for your comment! <3

And yes, the palette changes were allowed in the jam. The rule was that we couldn’t use more than 4 colors on screen at the same time, so each palette transition still keeps that 4-color limit.

About the respawn, we actually planned to add a checkpoint system, but unfortunately we ran out of time before the deadline. Sorry about that :(

Thanks again for playing and for the lovely comment! <3

Muchas gracias por jugarlo y por dejarnos tu comentario :) Vimos tu video juntos en una reunión del equipo y nos reímos muchísimo jaja.

Varias de las cosas que mencionas las teníamos pensadas para mejorar la navegación y la jugabilidad, como agregar más orientación y formas de saber qué zonas ya habías explorado, pero por el tiempo de la jam no alcanzamos a implementarlas. Ya estamos conversando como equipo para continuar el desarrollo y agregar varias de esas cosas que quedaron pendientes.

¡Gracias también por hacerle difusión con tu video! <3