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Someone's Shadow

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A member registered Feb 19, 2021 · View creator page →

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I've completely forgotten to send the initial comment when I rated this... whoops...

Still, it's a nice game and below is the comment...

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Managed to play through the entire thing, it's interesting...

Firstly, as background, we have similar mechanics in the game play (2d platformer being able to make blackholes well mine is a bit later on), and I think I can make a decent review based on that as a fellow gravity enjoyer.

I can't tell much on the difficulty, as I knew from the get-go being able to make blackholes anywhere without constraint means one thing... I can fly and levitate anywhere. On my second playthrough, I think I managed to leave most of the game and skip everything after the tutorial, by simply making blackholes near me at adequate gravity and just done by right and left clicking.

Although other than very game breaking methods, its well done. I liked the music and sound effects. The art is okay. The main character is nice. It's of course very thematic with gravity. I liked the ending (the blackholes eating away at everything). Overall, I enjoyed it and had fun. 

Thank you so much for playing! Yeah, the character really has that appeal and well charisma kek, and the black hole (the main gimmick of the game) has been worked on a bit with the movement to have that satisfying slingshot. Glad you had fun : D.

Honestly the game is solid, the art is nice, the music is nice, there is a lot of potential with the concept.

General:

  • It's decent game about fitting as much as possible into a tight space using tetraminos. This is the main core loop of the game, and it succeeds in that part in its execution. I mean there isn't much new for me to talk about placing tetriminos themselves since its familar design and easy to pick up. Although... I'll continue more in depth in Strategy here since it's a bit,
  • You already know, um tutorial would be nice.
  • (I'm still weirded out that mouse scroll isn't rotate the block, since usually rotation analog usually associated with rotation in the game).
  • The music is nice with the feeling of being in a chaotic bakery. The strings are my favorite through the song, but the i guess the "wind/flute/clarinet" is a nice melody. The change in music as well when losing is a nice touch with the kitchen timer going down. And the game over not interrupting the song and only making it quieter and slower is a nice touch.
  • The art is gorgeous. The dog is cute, (although its a tad bit blurry) and the baker is nice as well.  The little food in the tetraminos, the bakery overall around it. The nice ui. Its well-polished, with chalkboards, a checkerboard background, muffins at the side... its nice. Also, the red surrounding as you are in danger, a nice touch.
  • The theming is just right it's well done and makes sense as a singularity of food if you will kek.

Strategy (more indepth review):

I did check and test on what the description said along with the gameplay and here are my observations

  • The main placing mechanic I guess is random and not predetermined? Hmm....
  • There is a bit of leeway with the space conditions (okay...).
  • Score is a separate system with the lose condition, expected...
  • And there is a timer that cycles and tells when each round ends.
  • There is an initial increase in size but tapers off eventually...
  • "It's decent game about fitting as much as possible into a tight space using tetraminos." Is how I interpreted the main fun factor.

With that in preparation... comes the statements.

  • The time constraint and leeway with the score, made the game more of a place as fast as you can (with the really well-made auto-placer, but I don't think that's the real issue), as you aren't incentivized to make the space more compact, and the timer forces you to place as fast as your can. (Quantity > Quality) so the balance is off.
  • Idea 1: I kind of wished it also affected the "space" score where the lose condition matters, as you can start off focusing on certain regions and leave others to be done last as time ran out. As, the special regions do well in regard in keeping score diverse and can be a force of encouraging the player to focus on specific regions... why not have it for the space aspect as well.
  • Idea 2: Something basic as making the space constraint tighter as mindless spam most of the time will not get you anywhere, and slightly counternerf the timer to adjust the difficulty would cause a similar dynamic of focus and spam... Which I do like as they both have different feels.

Or any other ideas you guys may think of, its just one of many after all.

Anyway, yeah I like the game kek. Thank you for submitting to the game jam!


I think it's great, I liked the subtle narrative hints and the overall atmosphere.

(Spoiler ish)

It's a simple game, balance resources to prevent imminent death and prevent asteroids to gain good economy while preserving the planet itself. The initial cutscenes of the scientists, and technology to try to get away from an ever-expanding singularity is nice. Then at the end were, after running away from the maws of death, well we are indeed... "insert title".

The mechanics are fine and simple, and I just wish there's a bit more (maybe certain asteroids requires the bombs to be shot at, but the if you are gonna die or need money now condition is also fine) but its solid and does the job well. The cut scenes were nice and general sound atmosphere and feeling had the right thing for immersion. The tutorial is solid and gets you on your feet quickly. There isn't an intro to the bombs but it's a bit clear at least with the RMB.

The shooters though are well... dumb (some shooting the same entity), but it's fine-ish just improvements to the AI, the effects and presentation is also nice.

Overall, thank you for submitting to the game jam!

Thank you for playing! Yeah, it's a bit slippery especially with the momentum gain-loss mechanics, but kek. I did enjoy making this game, and to be honest caused me to procrastinate developing because of playing lmao. The lore was something I wanted to think about and set up the worldbuilding a bit even in the limited pieces of text or places, and I'm glad it helped make it enjoyable kek. (The Singularity at the background, the general narrative of Clara just wanting to explore around through the Win-dows. etc.)

And yeah, I'm looking people had fun and its really nice to know : D

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I think I'm impressed on the graphics, but yeah I feel like its been hit with the overscope for the main mechanics.

Thinking what could be done:

I wasn't able to make a comment immediately (even slept) as I needed to think what could I say here, as the main thing I was grasping on was "if I were in the developers' shoes, what was the minimum amount of game to add enough replayability." Because I really see the effort. To do the tectonic mechanic, you need the world map, a way to select each plate, a UI to navigate in the side and being able to touch the world map, being able to set the direction of the plates, and displaying which regions are affected to generate score... It's a lot, and I do empathize why the tech tree was delayed.

Because there is a major inspiration towards Plague Inc., which in there the depth is being able to spread (grow) w/o dealing with events/cure and the tech tree is the main way to navigate towards it, it's interesting on how the game instead focuses on faults, and from there the main engine. The one thing I thought is (suggestion), can this aspect be given more depth, maybe goals to concentrate faults via a multiplier to score at certain faults to be able to navigate and push the tectonic plates in that direction, or anything that uses as much of the existing mechanic you've made so you don't have to do more work. Still I'm uncertain if it would be faster than implementing the heal and tech trees, so I'm not committed to this idea.

I'm just yapping really, it's really difficult for me to think and I still appreciate the game on what it is.

One bug I found:

I think there was a mismatch with the direction I set and the displayed direction on the side...

Still repeating at that paragraph, I mean its a lot of effort in the game music, art, and implementation of mechanics, it just fell off with the replayability aspect, and thats kinda what makes game jams hard that not everything might be added, so which is priority. And even still, the main core of the gameplay loop here is big number go up technically lol, so it does work on that front.

Still, it's nice, and thank you for submitting to the game jam!

Edit: added some stuff

(An addendum) You don't have to read, its more of a note to myself lmao but reminded me....

Actually, thinking about it more, I wanna yap a bit on how the control scheme is why the way it is. (And why it took me a long time to nail down the movement for the player before going into level design).

That was my first thought too, why not implement the very common thing to do in platformers where the player should stop... well...

Blackholes.

1. It gets a bit low on control if it stops the horizontal movement completely, maybe when going through a black hole and you need to slightly slow down the player, so the trajectory makes you move more upward as you give the black hole more time to move up. You can't do that here because the movement is more binary in that you either move too quickly or move too slowly.

2. Even if I came up with a control scheme like that your overall direction changes over time, it gets confusing on how you are meant to "stop" when your horizontal movement became vertical and vice versa. Ex: Going horizontal with D, then it goes upward, I would need to only tap W to stop moving upward... And it gets really inconsistent/unintuitive if the system I did for the horizontal isn't the same as the vertical, which... is hard to work with if you want to prevent the player from getting yeet-smashed down without also preventing levitation....

I knew a boost system was required so that you can escape blackholes. The naturally easy step to solve the issues was... to just slow down the character with a different button, and using the boost system to prevent the player from just levitating for too long. Two systems in one and easy to code.

And from there slingshoting around with maintained momentum while having the control of a slow down was the best idea I had at the time. There might be a better system, but I think this was the only way I could think of that prevented the game from a difficult platformer to a rage game. Or to even release a game to begin with lmao.

Thank you for playing! I'm still so proud of the music (even if I shouldn't have made it as the first thing lol), and thank you for the comment on the mechanics, as I really polished it through even with the limited time and shined. The geometry dash similarity is interesting, but I do see what you're seeing.

I don't usually do full releases mainly due to the fact I'm still learning game dev, but I think controller support (since it has a joystick) might be possible to add if I update the game, and maybe notify...

Still, thank you for playing!

This is really good for how it operates, and the usage of the sequence and noticing that particular quirk of the word is amazing! Didn't use hints and finished!

(Spoiler-esque Ahead)

It's a whimsy concept of singing out the remaining sequence of whatever is made, but with that specific feature makes it from a tile painting game with its fixed structure, to something where the goals are more varied in possibility. That pretty much tied the entire game from good to really good and hats off with the creativity in this one!

I don't think there is much after, I mean the funny singing is nice, the music is a bit repetitive after a while but its fine, the sfx was good, the undo and restart qol is top notch, and of course the level design was nice. I still can't believe it didn't click for me specifically on how the mechanic operates (I thought it was you can go back to old letters if it's not directly behind it, but nope), until I saw the SINGULARITY below the game to map out the path, and OH, OHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.

Was satisfying.

Anyway, enjoyed this a lot, and thank you for submitting to the game jam!

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It's a nice game overall.

There really isn't much for me to say, as it's really polished. Main menu, upgrade system, nice movement setup with a mouse, interesting variety of opponents to keep the player form sticking into one strategy. It's solid other than maybe being a bit tedious to search down through enemies.

The only thing this lacks, and its from how this is a 2 jam submission game (still impressive to somewhat tie both), is that it's out of focus with the theme as the use of "Singularity" while the drifting aspect is full front and center. It isn't incorporated into the main game loop and yeah. It's more like a flavor, but it ends up being annoying, as it only acts as a enemy collector for most of the time or getting you stuck.

Other than that, I enjoyed it (even if I haven't beaten the Trial yet lol), Thank you for submitting to the game jam!

The game is really cute, and I loved the art and plot!

It looks nice with the colorful expressions, an easy enough onboarding with the tutorial, and the game is really simple. Feed the blackhole and dodge the incoming objects.

I could see why the chili and asteroid was added to prevent the player from just spamming and makes it somewhat interesting. I feel like its missing something to tie the game well than just shooting at the blackhole or yeet the object away. Idea: (Maybe being able to shoot down certain slow objects which subtract to the blackhole, by using chilis or asteroids since a constraint here is no shooting cooldown...) Its one of many ideas so its something. But, yeah other than the aim mechanic needing a little bit more depth from what I mentioned, It's probably solid in a lot of aspects and charm.

I really loved the different Mr. Black Hole stages with intensity, and I liked the whimsy characters in the game kek.

Overall enjoyed it. Thank you for submitting to the game jam!

Really had fun, and I was a bit scared, but it worked lmao.

I think the concept of utilizing gravity in the main mechanic was something I really wanted to see, and I think the game nails it on that front. The concept is simple, using the rocket player, it allows to go in and out and try to reach certain points, which is really good for a game loop. From there it's just rockets and yeah.

The general atmosphere and vibe I really dig, as it felt like a lone survivor in space tasked to save something while risking peril. All you have is your controls, map, fuel, and speed, and have a good plan to not screw it up. The color scheme is well done in that scene, and I liked the sound effects and dynamic intensity on the music. It's well made and well done!

Some thoughts on strategy:

The only thing I noticed is that it kind of led into basically, you have to start with as much kinetic energy as you can so you can get in and out quickly and penalizes staying too long within the region as you start to lose control and your motion is not orbit but just falling down (Not, that its a bad thing, its just a consequence of it), but I do kinda wish there was some way to incentivize being in orbit for a bit longer as you try to dance and spiral, as it allows for the player to engage with the black hole much more and really test the fuel. 

Something I thought but uncertain that may or may not work is something else orbiting around the blackhole, and you could try hyper speed aiming onto it (hard), or set your trajectory such that it matches the orbit so that you would reach it eventually. But this could be hard to do or even incentivize (especially with the seemingly drag like mechanics if the red is current trajectory w/o drag into account), so I'm not exactly pushing but it's one idea of many.

After that lil thought, the extra objectives are a nice thing to have much more challenge and out their goals to really test the player. I haven't done it mainly because I think I'm spent on the adrenaline but it's a nice add. A scoring system and the end screen was a nice touch.

Overall great game! Thank you for submitting to the game jam!



Yeah the controls and momentum aspects of the game is probably the largest hurdle. In exchange, the boost and slow system was done to make sure you keep the control as much as possible (the shift-space). I’m surprised level 2 (ascent - black hole introduction) was the main hurdle, as I thought level 3 (slingshot - proper positioning in black holes) would be where players would have difficulty. It’s a shame it was a bit too difficult, as it can be with the control-movement scheme.

Still, thank you for playing!

Thank you! Yeah I knew the gravity aspect of the singularities would be really nice on theme, and the boxes looks nice. Thank you for playing!

Thank you! Yeah the main concepts at least allowed a lot of variety on the level design to go through. Thank you for playing!

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It's nice!

Yeah, I knew placing this after like a couple of sessions would really hit the right feels for the cozy game, its just a place with people and lore to talk with. The lil dude knows too much, they must be deemed insane so no one would listen (lmao). Talked to the bartender a bit, the guy who survived with the overall lore, overdosed on the drink (I can't believe there isn't a limit) and sobered via spaghetti lmao then got into a date with the blue bartender, finally Audrey talking about the black hole itself and the experience.

The voice acting was nice, the music and music picks gave the vibe. And it's more of an experience? The blackhole is beautiful. I liked the little touch on the elevator being links at least lmao. Its such a vibe and its well made in that respect.


Overall thank you for submitting to the game jam!

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Gameplay Loop

It's well made with the simple premise and thematics of trying to prevent a blackhole from going critical. That lends nicely into objects (asteroids) falling into it, and blocking them is the main core of the game. It's solid with the steering not being too immediate/fast, but responsive enough to have that control. 

The one thing I noticed that struck me on this topic, is... the lack of clicking. I'm not saying its a bad thing and it kind of gave the game an easy onboarding, but its really funny a rhythm / timing game w/o the actual rhythm clicking. Its a really hidden but strong strength the game has. I'm still on the fence if having clicking mechanics is even a good or bad thing the game should have (like: clicking when the asteroid hits gets you bonus score, or certain asteroids require it), since I feel like the constraint is what breeded some creativity, and going further with the constraint would be even more beneficial. (Edit: yeah after going through Last Singularity a couple times, I don't think adding click timing in base would be a good idea, its a bit too hectic).

Overall, solid and has a surprising easy onboarding.

Variety and Level Design

From there its really easy to expand from existing concepts, theres the slightly tricky to track yellows, the avoid to hit reds, and the very tricky to follow greens. Each of the variants is solid in giving the game distinct modes on you should approach them. Greens especially breaks up the pattern of only caring what's closest, and requires the player to be aware both near and far to the blackhole, which is well done. The asteroids themselves have a bit of character as some are big some are small some are fast and some are slow. Some pop out far while others is close and that's enough to make it hard to tell the exact path which is nice.

Random stuff

The main menu music can be... better, its a bit chaotic disoriented for my taste, and the intro sound (the thing you hear every time the game puts you back in the main menu) is jarring.

Yeah the game end screen was triggered to early.

The little text on the bottom is fine, and i like the little shake it does, a better indicator would've have the blackhole change dynamically in some capacity (I expected it to grow and shrink), but its okay and the relief on seeing the green "Core stabilized" put me at ease, while locking in when it does fail.

The asteroid sound was nice.

There is a weird dissonance with the pixel and realistic assets, not a bad thing but the only one I feel like should be realistic is the rotating thingy.

The Covers were okay, can be better.

The effect of the shield is a nice touch.

The deadzone was a good touch actually, it prevented the player from camping at the black hole since less mouse distance = more responsiveness, and you have to physically turn around the blackhole to do it well.

Specific Music and Levels

Neru's Kingdom

Oh My! - the level is not bad, hitting with the reds at the start and a general mix of asteroids is okay. The music, is not bad, not great, and I feel like a call-response structure would make it okay as the first level.

Cytoplasm - Starts of withe oms asteroid - red hits, and then really introduces greens... at the last part lmao as a teaser to the next level. The music funky I like the vibe, its fine and serves its purpose.

Fall Empire - The greens here were tricky but its not bad. The main instrument though was... something lmao, its goofy but a bit off... 

Sticky Eyes - This is where I see the game starting to pick up and died a couple here. Its short and sweet with the knowledge and preparation of the greens and with a really nice red section. From here the music starts to pick up and a lot more well spread out for a lack of a better term in "placement".

Purple's Adventure

Tutorial - Not bad in introducing the mechanics, the color coding was clear and got time to at least see the telltales and movements on each one. The music is solid for something basic and what I thought ish the starting levels would be at.

Stellar Ballad - This is when the major colors really shine and while you have your greens and reds, this was when the yellows start really being difficult which was nice to see. For the music, its really nice and probably my favorite in terms of composition, with especially the middle part allows the keys to evolve out. The only thing that was off is in the flute and the main backing not working with each other, but how everything is placed with the musical ideas, its really close to being really good, and only missing in evolving certain "motifs" or proper mixing/layering. Nice.

Spacetime Rift - Really a nice calm before the storm track and it was so nice to finally get a SS then a P, its nice and good, nothing much. The music is my favorite in terms of atmosphere and everything just feels like its building up, and once those keys came in, eargasm. Solid.

Last Singularity - Best one of course I could tell with the effort. DYNAMICALLY CHANGING COLORS FOR EACH SECTION was so nice and really aaa. This is where you are really tested and I only got into A at most. The music is solid and takes well with the music ideas with what it introduces and runs with them, that eguitar and those break like drums really nice. The sections are such an experience and yeah it is the best. Be proud of this one. (EDIT: GOT AN S LETS GOOO).

Specific Sections: The red sections were pure dopamine, you get insane combo and the main danger are the big ones. Grey-Yellow, these are by far the hardest, and really tests your skill in predicting which one is first and tells where you position. Green - These are calm ish but precisely deadly, it acts as a semi break from the hard hitters but its a different kind of difficulty that demand the player to be precise.

Overall well made yall, this is probably the most I spent in a jam comment review, and yeah. I liked the game. 


I'm making a more in-depth review here just because I really enjoyed the mechanics, gameplay loop, and the music. There are a lot of thoughts in my mind, and it was really hard to structure... Take everything I said below as if I didn't consider too much of it as a jam game. If you add that back in its good.

This is so nice!

I think I really struggled a bit at first since like, my natural instincts and sincerity is going completely opposed to what you have to do lmao. So speeding up the dialogue or having to treat it as something go through helped.

Its like one of those games that failing is a lot cooler, like how many ways to screw things up lmao. I kept failing for like at alice, and on another playthrough I laughed so hard about the lie (I didn't even try until then) to screw things up so hard lol. Ginerva wasn't happy with my initial responses, but I guess she wants to be proud of something. The direct girl really needed a lesson on how relationships work, although not in the canon universe lol. The void person was so cute, like they are intrusive thoughts incarnate lmao, they are so awkwardly nice.

Last girl... um, I think I was actually sincere in putting them off since they... genuinely creeped me out unlike the rest of the girls lol, and I think I got killed due to that lmao.

Overall, its a nice game, the simple premise really made me laugh like "ah, single-larry, of course".  Thank you for submitting to the game jam!

Thank you for the comment! Yeah the boxes are mostly flavor, and its just a cool touch in there. I had more plans with them mechanically, but it would take a lot of fine tuning to make it work. Thank you for playing!

Thank you! Yeah, the control is probably the most important aspect of the game as you don't have much upwards movement, and momentum is insane with the orbits. Pressing space is something I really would've emphasized even further or taking it slow. And once you got used to the mechanics, speedrunning with well-timed boosted becomes really fun. (Unfortunately, didn't have time to implement some of the original scope).

I'm still happy with the mechanics, and thank you for playing!

This is so cool, I really love how creative the theme pick of a book, and wow it delivered. I got all stars on all levels and well done!

Searching up in wikipedia, yeah you kinda get to see narratively on what Volitares thoughts would be in preformationism and his divine being angle. This really lands into the sorting game style, as observations made into pattern embodies this type of content.

For the actual game, it was nice. The only thing missing was a way to know if you are "close" to the goal, and I thought Voltaire's "hmm" was a clue? But realized after swapping it was random and had to trust my gut instinct.

(Solution Spoilers)

It's really cool, you really have to be observant, the noise of the beetles, the background equations for value, the type of stem from picking it up! It's really cool the game manages to squeeze as much aspects and observations, that made me go wow.

Also pet the mouse aaaaaaaaaaaaaaaaaaaaaa, so cwte.

Overall, its well-made, the art is nice, the experience is pleasant, and the puzzles were engaging. Thank you for submitting to the game jam!

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Thank you! The momentum aspect was something I knew it had to have for the space theme, and yeeting yourself into or out of orbit lol.
(edit also yes Carla is cute : D)

(Spoiler warning for anyone else) Web - Finished all Levels with 3 stars.

This is honestly well made, I think I got hooked into the level design at level 5, and man there is a lot of depth into the order and sequencing. I usually thought through the process on the number of times each machine has to get clothes, and which clothes should be done early to help "spread" conditions throughout the rest of the clothes.

I think that spreading mechanic, starting with color clothes, really naturally follows after the black color (which was what got me eyes wide when OHHHH right I can mix with it!) in with the stinky and fresh conditions. Also, really funny on one of the levels, where no washing machines, but the rain just works fine lmao. You have to have an open mind to the possibilities, and honestly, I'm excited on what new interactions and the amount of depth in sequencing you can make out with just a few components in the remaining parts.

I'm still lost to the post cards, and I wish there was a clue in the "?" on where to find them, since it doesn't feel fun to do look through every single level and think, where on earth is it.

Sally (Honestly I sense warming up arc), screw your comments but whatever I guess.

The uh orange tshirt I forgot which rainy level, but it was with an orange clothes (pants?) that mixed with a white tshirt and gone invisible. Also some of the comments from the frog is out of character? Like why is the untalkative one giving... out of character apprasials. (or maybe just me), or why is Sally at the end sent out regular dialogue (maybe after I beat the level)? I'm sorry if I can't help with the reproducability but yeah.

I'm not sure if I'm able to buy the game immediately when it comes out, but I'm definitely wishlisting and kudos to how well done it is.



Overall solid concept, well made, and thematic. Other than maybe simplifying the controls with just the space, its good.

Thank you for submitting to the game jam!

I overall liked it! Very thematic as you have to choose who to save from the green meanie, and as the chosen one to defeat them.

It's a nice and simple game, nice music, visuals, and its been pleasant. Thank you for submitting to the game jam!

Yeah, I wanted to mainly have the player get knocked back and have Duna handle for cleanups to continue forward (I'll be honest I wished I had the dash refresh), and yeah a checkpoint would've bene great (although my first time making one if I were to do it... hmm).

Thank you for playing

It's nice, the gimmick and story is a nice concept, and follows more of the failed hero interpretation of the "were", the movement is nice, and the final boss looks nice. Just misisng some sounds and maybe more content and it would be solid.

Overall, thank you for submitting to the game jam!

Thank you, yeah the second jump was a bit tricky as i realized its more better to stick to the ground and a downward slam mightve been better, or better ways to maintain height so you dont die instantly when you went down.

I've made sure at least to nerf down the game a bit so its a bit easier to handle but yeah.

Very painful, my newfound resilience and grit from the GMTK 2026 jam was put in full display as I managed to beat it, holyyy.... (I suck at 2d platformers lmao)

Uh so... the hurtboxes for the player is very unforgiving, the stuff feels too tight for a (try to beat x time as possible) type of game, and the controls are a bit... tricky to say the least.

It's a bit unpredictable on how high can I jump on section 3, where I have no clue what makes the wall jump too high, the main jump is tight on the vertical control, as  i have to do a very quick tap to pass through those levels.

Still, not bad, a main menu, sound effects, some music, good timer displays, a okay ish mechanics/movement... its fine.

It just feels a bit misplaced to have the difficult be this hard for a time based thing.

Anyway, thank you for submitting to the game jam!

Thank you, yeah the concept / gameplay was what i was trying to nail down and at this rate it was 2-4 hours trying to make it "work", but it has gone so much into overtime I had to send it.

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It's a pretty well executed concept, well done lol. I do wish the hint button doesn't give the same responses, but yeah, it's nice.

It's on theme for the most part since well, you have to find the "chosen one" by a selection. Thank you for submitting to the game jam.

Overall, really creative!

Its a bit well-polished and while I did skim to get the review in time, I already love the dynamics at play with dodging and weaving, the awesome count down as you strike and general incorporation of the theme.

I knew I wanted to check this out even if I had [less than 10 mins remaining], and itw as worth it!

Overall thank you for submitting to the game jam! 

Overall creative game! Hitting things to the beat once it really starts is great, and I'm going to continue playing this later as I mostly skimmed it through for the initial review and my impressions are really positive.

I think only things here are improved navigation on where to go from one place to another and this is a really solid concept.

Good presentation and general juice, the music choice, the weapons, the sfx, its great! I had to check it out even if I had [less than 10 mins remaining] and it was worth it!

Overall thank you for submitting to the game jam! 

Overall great game and concept!

I think the only caveat I saw so far is that the concept requires a really good level/ level design to make it pop out, like making the beats go into place. I feel like either making the level's beat appear on time (tricky), or making it such that you get some really nice points/score if you hit the beats on time. Since for me, a large appeal about rhythm games is that satisfying music/beat sync that really gives that juice that the music does for you.

Other than that, I enjoyed the really great visuals, the, main timer, the general premise, the music choices, and the colors and mechanics of switching and flipping around trying to get things in. I had to check this out even with [15 minutes remaining] on the clock.

Thank you for submitting to the game jam!


Okay this was fun!

I love the main mechanic of getting new parts to give yourself enough time. Even if they aren't exactly great you are gonna need something. And I think the concept has a bit of potential.

Other the missed opportunity of maybe an endgame where you try to dialogue your way out to win before you die from bounty hunting (hmmm.. questionable intention okay this may be a bit iffy lmao), I think I enjoyed it overall. I love the whimsy and soul in this one as well.

I knew I had to stop by even if I had [33 minutes remaining] and damn the rating count is a bit lower than I thought. Still...Thank you for submitting to the game jam! 

This is well done! I think its my first 5/5 in all categories and general presentation.

The world building at the start, the little flavor, the nice composition of elements. I love the characters and tiny snippets of personality to each individual. Also screw the rats, never wanted to chase and bash in a while lol.

I enjoyed it thoroughly and the checkpoint system is well integrated. Making failure tolerable and a platform for continuing the battle further. The final boss felt like a nice finale, although I do wish that controlling the board and keeping the region clear of fixes or mouses would have some reward, rather than going for complete focus on the boss and only going through and fixing when time is running out. Mainly as a reward and encouragement for the player's mastery of fixing so far.

The audio is not only good but also dynamic, as it slowing down as the timer reaches 0. I love just the compositions and emotions and movements through the music, and definitely something ill check out again later.

I love the incorporation of the theme in its art, setting, main mechanics, and the timer, it's a countdown to try to get the clock tower as stable as possible after all!

Other than that, there may be a few things that might be adjusted, but they feel like nitpicks (like shading on the pipes type level of adjustments lol).

I've got [46 mins remaining.] but I knew I had to stop by and rate this, thank you for creating such a wonderful piece for the game jam! I'm glad to see this here!

Thank you! The idea can be quick to get for some, and I'm glad it did for yours and the main core loop takes drive in the addictiveness. If you had fun that's really all that matters kek, and the score means you went really far.

Thank you for playing!

Thank you so much! Yeah the launch going up was one of the cool things I thought on in order to get more "resources" so to speak. The first level basically forces you to know score, card sequencing, fuel, launching, and limited actions as I didn't have the time to explain it... but I guess it did work well for your end. After that yeah, the experience is pretty much understanding the cards and finite resources you have and make the most of it!

Anyways, thank you for playing!

Thank you so much! Yeah it gets tricky at the start but after it gets fun, the concept is always the strongest point and I'm proud of it.