Thanks for playing! I'll pay more attention to controls in the future
simbamakesstuff
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Heard about the controls! I didn't really notice how much the W key was doing until you laid it out like that. The ladders are jank and wish I just left them out tbh, idk why but I really struggled to get working ladders in my game. Live and learn, I'll have some tighter controls next time.
Thanks for checking out the game!
Thanks for all the feedback! Note taken about the physics and controls, they ended up being very jank and something I didn't notice because testing my game I got so used to the jank :p and heard about the collider as well. I wanted to make the player feel unwieldy and heavy on purpose bcs of the foreign body you're inhabiting which is why the gravity was turned up for so high, but it makes sense that it would make the precision platforming elements frustrating.
Idk if I'll return to this project anytime soon, but I'll keep all this in mind for if I decide to work on a platformer again. Thanks for checking out my game!
Super polished, loved the art, the UI explained the controls without a tutorial or anything, just fantastic. I also loved the added detail of your limbs falling off the more damage you took, further aiding the decay theme - I went a similar frankenstein-esque approach in my game haha so I appreciated that at least one other person thought of that :3
I did have my game bug out three times entering a room where the player character couldn't move and got stuck in the transition, and when I paused it would reload to the start of the game but my character was still stuck - I would reload the page and it worked fine. Idk if it has something to do with my browser but it is something. Ultimately though I was able to play through the whole thing and had a ton of fun!
I think with expanded abilities and room options/enemies this could shape up to be a really really good roguelike outside of this jam, should you choose to keep working on it!
Thank you so much for the detailed feedback, I genuinely appreciate it a lot. The grounded wall jump was a thing I knew about and I just didn't address it for some reason :p Good catch on the fall speed! The reason I made the gravity so high is I wanted the doctor as a character to feel weighty and unweildy, to tie in with the fact that he's in a foreign mish mashed body that couldn't control itself very well (like Frankenstein just waking up), but I totally see how that would not be as conducive to a fun gameplay experience.
This is my first jam and I struggled A LOT with the physics and played controls so lessons for next is that I'll definitely put a lot more time into understanding how that works if I decide to make a platformer again.
And yeah, ladders were a bad idea. I thought they'd be easy. I spent HOURS and I ended up with something very jank.
I also personally like difficult platforming but the star of the show should've been the puzzle elements that played around the limbs, so I should've significantly tuned down those anyways, but again, lessons for next time! Regardless, thank you for checking it out. Much appreciated <3
This is a really fun idea! I think it could definitely be expanded into a fully featured endless runner, my only feedback being that more mechanics being introduced that actually expand on the risk-reward aspect of the pulse to make it a bit less luck based. But this is a really REALLY solid foundation and a super unique concept!
Woah, the style is immaculate and the gameplay was really fun! The wall jump was a bit weird but learning how it worked felt pretty dang rewarding. I enjoyed trying to figure out what the best way to get through each level with every subsequent run. I'd imagine if you went back after the the jam time is over and added some retro sfx with something like gdfxr it'd be a PERFECT bite sized game. Kudos!
So polished, the art and audio were so so good, this is a tremendous effort! Conceptually as well, a lovely direction to take the theme in :) If I were to give some feedback, for me the game loop kind of stagnated the more I played, not being able to repair until the end of the day and not being able to really truly plot out a course (as the map is only visible in the between day sections) made it really difficulty to make decisions as it just ended up being wander around and hope I found what I needed. But I think stuff like gets tweaked and refined with more playtesting which you can't really have time for in a jam, so for the scope of this project I think it's okay. Your team made a very cohesive piece and you should be proud! I had fun fs!
So polished, the art and audio were so so good, this is a tremendous effort! Conceptually as well, a lovely direction to take the theme in :) If I were to give some feedback, for me the game loop kind of stagnated the more I played, not being able to repair until the end of the day and not being able to really truly plot out a course (as the map is only visible in the between day sections) made it really difficulty to make decisions as it just ended up being wander around and hope I found what I needed. But I think stuff like gets tweaked and refined with more playtesting which you can't really have time for in a jam, so for the scope of this project I think it's okay. Your team made a very cohesive piece and you should be proud! I had fun fs!
Cool concept, great art and animations, just an all around aesthetic success. Towards the end of the game I actually couldn't beat it, I kept trying to figure out the path to go but I had tried for 10 minutes and couldn't, but that could just as well be a skill issue. Super polished and movement was intuitive, which ultimately made it a fun time. Awesome stuff!
Thanks for the feedback! Yeah I'm getting a lot of comments about the difficulty, I was worried when I posted that people would fly through the game and its the opposite haha. But I play a lot of platformers and so do my friends who playtested it the day before submission, so I tweaked down the difficulty but clearly not enough. Lessons for next time, keep a broader audience in mind!
Hey! I got a break much earlier than I thought and gave it a play. I seemed to have missed the canvas painting feature, which seems pretty cool actually haha. Regardless, I loved the art direction especially, the lighting and sets really aided to the atmosphere and communicated "decay" thoroughly! It's a jam game so I get it was probably a time thing but the only feedback I have is that I wish the player voiced their thoughts through interacting with the world more often rather than the wall of texts between segments. Like you interact with a necklace their mom used to where and he explicates how devastated he feels, something like that. I think it would make the whole thing a lot more immersive. My game also had a story planned out and I ran out of time so by the end it was just a wall of text at the start of the game, so I get definitely get it. But genuinely, kudos! You have a knack for setting the mood and the theme was definitely conveyed, would love to see a deep dive in this story given more time!
Thanks so much for the kind words! The ladders are definitely janky and I struggled implementing them, so it's not your fault lol. They are consistent though, basically climb to as high in the ladder as you want and stop. Then press W again and you'll get a hop and then you can control the direction you go. You can also get off ladders by pressing A or D, which makes you dismount without getting the hop. Hope this helps if you ever decide to come back, thanks again for checking it out!
I loved the vibe of this, the atmosphere was definitely the highlight. I didn't have any issues with the fullscreen as some other people seemed to have, but there was a point in the game I kept getting soft locked in, the area after the personal lockers, I'd pick up two keys back to back and get stuck in a hallway without doors opening... I might've missed something puzzle wise but that kept getting me stuck. Otherwise, super ambitious, great take on the theme, I wish you the best and would love to check out an updated version if you guys choose to pursue that after the period of the jam!
I loved the vibe of this, the atmosphere was definitely the highlight. I didn't have any issues with the fullscreen as some other people seemed to have, but there was a point in the game I kept getting soft locked in, the area after the personal lockers, I'd pick up two keys back to back and get stuck in a hallway without doors opening... I might've missed something puzzle wise but that kept getting me stuck. Otherwise, super ambitious, great take on the theme, I wish you the best and would love to check out an updated version if you guys choose to pursue that after the period of the jam!
This is a really neat idea! I like how slippery the bug felt, added some difficulty and decision making. My only feedback is that it would've been nice for some mechanic or element to be included to progress the gameloop further, as the strategy becomes pretty solidified a couple levels in. But I had a ton of fun and I love the direction you took with it! Keep coding, this was an awesome first outing :D
