Haha yes, glad you noticed! Thanks for playing :D
Saethodil
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Super fun! I enjoyed how fast Splat Boi zoomed around, and the cute idle dance haha. Great idea with the quick respawn hotkey too, helps encourage that perfect attempt :)
Wouldn't mind a level select so I could go back and marvel at my accomplishments (I think I got one purple, but it was one of the earlier levels).
Overall, great job!
Aw, I really liked this. Loved the charming music, and the variety in the level design (especially liked the moving sponge with the drains). Building the bubble army is super satisfying.
Really great job with the accessibility options too, like allowing the user to customize input mapping and sensitivity. Haven't seen that in a game jam before, and it was really inspiring. Thank you for taking the time to support that :)
Nice, I like that the game rewards patience, reminded me of the old wooden labyrinth puzzle games.
Some checkpoints could make things a bit easier and encourage risky moves, but I kind of liked the extra tension of playing through the whole thing perfectly. Definitely felt tension on that last obstacle haha.
Congrats on your first game jam entry!
Awesome AI design! They definitely love chaos haha. Once I got ahead it was a bit easier to predict where obstacles were, but getting there was a fun challenge.
Clever use of theme with the wave shooter, too. I like how I could hit the boats, reminded me of the old Road Rash racing games, which were a lot of fun.
Great job :)
Stunning art + story, very impressive and an ambitious project for a jam! The voice acting and dialogue was super well done. Especially liked how the voices on the radio lead you to make certain decisions too.
I struggled with the cooking minigame but I'm glad the game was gentle and let me continue haha. I figure I missed something, as the pot would consistently overheat for me I think, while I prepared ingredients. Any hints would be appreciated :)
I also seem to have gotten stuck at the same spot as others mentioned, after reading the note in the lockbox. Would love to experience more, because the story is so sweet!
Cute! Really liked the tone and atmosphere set by the graphics / audio.
I found myself not needing to move around, but rather just focus on the honking and the road ahead haha. Perhaps some kind of immovable obstacles could find their way in the driver's path, too?
All in all, had a great time! Also enjoyed the interesting facts in the description :)
Super addictive, and quite cohesive! I found myself experimenting to see how the various weapons evolved as I upgraded, but always went back to the trusty cannonball.
Love the chest animation too, very satisfying haha. Great work!
Just curious, what level did the team manage to reach? Would be fun to add tiers to compare against for some additional personal rewards, even if it's solely in the game description :)
So much built in such a short amount of time, impressive! Had a lot of fun, and enjoyed the little details like the satisfying overlay when reaching a new level. Loved exploring the world too (the part where you climb the treetops was my favorite). Agree checkpoints would definitely help keep momentum going, maybe in between the big battles and the subsequent platforming areas.
"May be continued" - Loved that haha. I hope you do continue, you have a knack for world building :)
Oooh, this was so much fun, loved the mechanics being introduced over time. The ability to stretch the mask surprised me, but was super intuitive and really opened up possibilities in overcoming puzzles (would be interesting if one of the puzzles required you to shrink after growing).
I enjoyed the SFX, and agree that adding some background audio would definitely help with world building. Even some soft non-intrusive soundscaping / nature effects could go a long way in complementing what is already such a cool and interesting art style.
The masked title font is awesome btw, really cool and fits the game so well.
Awesome job :)
Nice, cool to see you expand on your ideas from the last jam :)
I like that the game doesn't penalize the player explicitly, so they can either choose to hoard the seeds for themselves, or feed seeds to the "monsters". Would be interesting to see the game evolve depending on the choices made, as you've mentioned.
Really enjoyed the mask decorating + customization via the mirror too, super unique and cohesive art!
Mmm, appreciate you giving it a solid try! If it makes you feel better, it usually takes me a while to beat it too. Probably a sign we should've made it slightly easier, haha.
Yeah, even when testing I tend to favor stamina / agility over perception, since I usually find it harder to remember the prompt input when it isn't playing fast. Maybe we could play into that a little bit, hmm...
Appreciate the feedback, and thanks again for playing :)
Whewie, now that was challenging! Every level I breathed a sigh of relief, only to gasp at what came next. When I reached the end I was kind of shocked ("did I really just do that?"), which is a great feeling to have as a player :)
Also loved the story, and how it tied into the art. Great tone, atmosphere, and congrats on your first Godot Wild Jam!
Very creative use of theme, and loved the characterizations / visuals for the visitors. Audio feedback was also great (e.g. the clicks, pops, and fuzzes really help with immersion). Pleasant surprise to find callbacks to previous games with the background audio, too!
Overall, really great job and would definitely play more :)
Awesome mechanic, and executed very well in a short time frame. The feedback and visuals for the ghost as you apply the mask is perfect.
While I definitely took my time planning my route and enjoyed the laid back pace, it also feels like a game that could lend itself well to speed running. Had a lot of fun, really nice work!
Thanks so much for playing, and for showing your whole playthrough! It was a joy to watch someone else play other than my partner haha, hearing someone articulate their thoughts as they play provides valuable insights into how I can make things more intuitive. Super glad you're doing this for so many developers, as it really helps the community grow and learn :)
Your feedback about providing more in-game guidance for the initial leaf totally makes sense, I'll see if I can make some improvements there!






