Short, but it definitely fits the theme! I like the puzzles that are there, especially the last one as it took me a few tries to figure out how it worked. I'd love to see more stages!
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Thanks for playing, and thank you for the feedback! I agree, even as the dev I found myself mostly skipping the ladders.
I'm glad you enjoyed it... also, that may be higher than my highscore!
Thanks for playing! The bounce pads definitely have some issues that could be smoothed out. SecretJuice1 had a good idea, make them jump-key activated rather than automatic. I may try this out and see if it feels better. It would certainly make dropping down to the bottom more viable.
Thanks for playing!
I definitely wish I had more time to refine the gameplay before submitting... You are right that the bounce pad can be super annoying. I do like your suggestion about making it jump activated rather that automatic. I may go back and update that if I have time! Thank you for the feedback :)
Really, really good! My only complaint is that I wish there was more! I love the GFX, the gameplay is great, just awesome overall!
As you mentioned, there are areas it could be polished more, but hey, it's a weekly gamejam... this is top notch work given the time constraints!
Oh dang! I forgot about Apple mice... I'm such a PC user. We have plenty of Macs at work, I should have thought about that. I'll see about adding a keyboard jump button. I had intended for awkward mouse controls, but that's a little TOO awkward, haha.
Thanks for the feedback, and thanks for playing!
This is really, really good! The art, music, and SFX are all excellent. The core gameplay is very good too, though it took me a minute to realize the "glimmer" sound meant a shadow was being cast.
If I had one critique, it's that I wish jump and interact weren't the same button. I kept accidentally throwing lights instead of jumping. But overall, phenomenal job!!
Thanks for playing! :)
Wayang shadow puppets have very odd and stylized proportions, which I've done my best to capture for this jam. There's a variety for sure, but I have a soft spot for the skinny ones with lots of chiseled details. Admittedly, I had hoped to do a lot more artwork for this game. The solid black platforms in some areas, though not terrible looking, were definitely not part of the original plan.
As for the bell, yes, the arrows do the damage. (They also break the spinning blades) The damage will only happen if the bell is on-screen, but that could literally be the bottom right corner of the bell. If you are hopping around on the platforms you should be able to see it, but I was afraid that it might be kind of unclear what was happening.
I knew the gameplay would be a little wonky on this one, but thank you for taking the time to play it through regardless!
Hey, thanks for coming back and checking out the update! :)
I indeed have a 103 submission in the works, though it will be much less tight in the gameplay department I'm afraid. It's mostly me messing around with art styles, akin to my 102 submission, "Puddle Jumper". But regardless, I hope you check it out!
Hmm... was it the shield witch? That's semi-intentional, because she's in no danger. If it was one of the runners, that's a bug for sure! Maybe I'll go ahead and give the shield witch as a freebie too... it's probably confusing as it is now.
That's a great and helpful video you linked, thanks! I think I watched part of it years ago, but I'm glad I watched the whole thing this time. Awesome points in there that'll I'll definitely keep in mind. Actually, this gives me an idea as how to introduce flying with lower stakes... I was going to call this one final, but I'm feeling one more update!
Thanks for playing! I have some planned updates that will hopefully improve the cars and some sort of notification when you switch to broom mode.
Ooof though, that instruction screen mistake!! Thank you for pointing that out. I think my sleepiness was catching up with me by the time I got to that. That'll be first on my update list, haha.
Nice job! I like graphic look, and the gameplay is pretty fun. I had trouble initially telling what the boss's footprint on the grid was vs the smaller tiles on the map. But I eventually figured it out!
Thanks for playing, and thank you even more for the feedback! I'm definitely going to go back and rework the first few cars. Now that the main structure of the game is in place (famous last words incoming) updating those cars should be pretty easy.
Thank you very much! I'm glad you left that comment about the flying part... I was worried that the transition between play-modes could be confusing. I'll see if I can add some sort of tip on screen at that moment. Thanks for playing! :)
Thank you very much! Your critique is spot on... I'll probably go back and update some of the cars when I have time. I want to keep a learning curve on each car, but right now they are pretty plain. Thanks for playing!
I'm not particularly great at bullet hell, but I made it several stages in. Plenty of cool attack patterns! I like the variety. I found that once I hit the "fireball" stage I got a lot of lag as the bullets were generated. Same on the following missile stage, which is where I finally ran out of health.
Nice job overall! I may give it another try when I have some time.
Thank you! I actually only really focused on the art this time. I usually do pixel art as it's a lot faster, and allows me more time to work on game ideas. Also, I have a huge soft spot for pixel art!
I'll probably be returning to pixel art for many of my projects, but I'd expect that I'll play with other art styles from time to time. I'm a bit of a perfectionist though, so I have to be careful working in more detailed styles... I was very close to not posting this one because I'm not super happy with how the art came out.
Nice job! I didn't think the end boss was too difficult, though maybe a little annoying at times. I liked the artwork, especially the cutscenes with the boss, great touch! However, I do agree with the comment about the controls.
The jump feels floaty and odd, and the attacks aren't very satisfying and feel slow. If this were to be pushed further, those are the #1 things I'd like to see improved. The level probably doesn't need to be as vertical as it is right now. With a smaller and more responsive jump, you could focus more on fighting through the level horizontally. The boss is already on a mostly flat plane, so the huge jump isn't needed there either.
Anyway, I beat and enjoyed it! Your games have tons of potential, keep it up!