this feels very good. this is your first jam? ive played with a bunch of janky 2d platformers this jam and yours is probably one of the only that ive played with zero momentum or input stickiness jank, and the extra abilities feel great. good job!
i fell off at the very end i hope thats the intended ending, lol.
slimer37
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sometimes if i jump from a standstill i get a jump thats about twice as high as usual. by stickiness i mean when i press a and d it takes a long time for the knight to reach max speed in that direction, and when trying to control myself in the air or after a jump it takes a while to counteract my momentum with the opposite direction.
the jump is SUPER floaty and is mainly what makes this very difficult (although i was able to beat it in the end since you can ignore most of the spikes). in a post-jam version i'd probably bump the amount of air control you have by a lot, since i can hardly tell i am at all, and fix the bug with the music duplicating itself on each loop. it's got good vibes though and i like your choice of music.
thanks, and yep thats fair. the timer was one of the last things added and does need some better precision. the web rendering stuff is just a result of us lacking testing on the webgl version since again we did that last second, and unfortunately i didnt take into account some rendering quirks there, so the pixels get squished down
this is pretty difficult but i was able to complete a run w/ 9/14 disks. the primary projectile is actually really satisfying to be able to use but I found myself just dying to it more than the enemies lol, and some of the boss rooms felt like a trial of luck of whether my shots would hit--but the other rooms were fine
10000 is the highest i got but this game will probably be the only game i spend this long on while rating for this jam; man this gameplay is addicting and such a creative concept. i could see myself playing this for 8 more hours. the music is also a banger and the sound effects are so satisfying and rewarding.
I'm the programmer. This is probably the best feedback we'll ever see. About the multi-projectile thing, yeah, you're absolutely right. We had no ideas for how to make the big guy's projectiles unique except for just making them bigger and manual-fire. The navigation I can't really take credit for, I'll admit, it's just some A* Unity package I installed and let the artist mark the wall collisions. The art was absolutely a result of our lack of time management as 2x'ing the background, for example, was one decision we made for time; after Yeofoxeon had worked with the isolated tilemap without foreground context. Most of it came down to us thinking the simple idea was actually finished, and realizing too late that some things really needed the playtesting we didn't have (e.g. sloppy combination control and map visibility).
I can imagine there's a really fun game under here if you made the guy faster on every surface. I played the whole thing through but I found myself getting pretty frustrated sometimes especially when there would be a chain of bad luck during the last two slots and a bunch of boxes stunlocked me and knocked me down to the ground.
I like the particle effects and the puzzle layouts, my only complaint is that the greys make it kind of hard to see where one wall starts and another begins so I was a little disoriented. But I thought the platforming was engaging and I felt like a boss jumping to a platform and shooting it mid-air.








