I can't wait!!! ^^
Sonsonmushi
Creator of
Recent community posts
I love the game! Art is so cute and it's very well made! I love Pixel and Magnus lol, following the story was very fun and cute. I liked the ending dialogue lol
I didn't submit my game in time for the jam so unfortunately I can't rate your game :( I hope to see more of your games in the future though!
personally I think your game is awesome! My suggestion would be to keep the crosshair on at all times. It is only visible when approaching the shop/harpoon-refill section. And so it was a bit harder to aim w/o one xD
Regardless it was a lot of fun and the music was very fitting!! I liked how getting all the turret stations improves the survivability drastically. I lost on my first playthrough but thankfully, the shop's unlock feature was permanent. I don't know if that's intentional or not, but that made a huge difference!
I hope your Ludem Dare Game Jam goes well!
I really like it!!! I disagree with some of what reidgillis said about difficulty. I think the difference from level 1 to level 2 is perfect for a tutorial/easy mode. Level 1 only has down-beats and Level 2 implements hitting notes on up-beats. I am gonna play Level 3 and see what that's like. This makes me wanna play some Muse Dash hahaha xD I haven't played that in what feels like years now ;o
Okay- my review of level 3 itself is that the sorta "swing" beats don't really "feel right" when split between two players. I think partially is due to the very quiet and fast drum-hit sound effect, but I think even if the sound "matched more" to make the rhythm clearer, splitting it between to characters will be tricky especially for these moments. I guess my suggestion there is to try to guarantee that both parts have their own rhythms that don't require hearing the other character's part to make it work. If that made sense hopefully.
Regardless, this is extremely impressive!! Music games feel so difficult to make honestly, I'm amazed with your team for pulling this off! :O I also love the cat sounds for "ready? ... start!" lol so cute xD
Cute concept, very silly capybara and the cursor here to help lol ^^
I was stuck on the second level though. I think the jelly is bugged. I managed to figure out putting jelly on the brick wall, but Capy just phases right through the jelly (I assume it's meant to act as a platform?)
There's some other bugs with spawning items as well, such as if you begin spawning an item with 'trampoline' selected, if you start changing the selection in prep. to, say, a rocket, by the end of the button-spawn sequence, the item spawned ends up being the rocket instead of the trampoline.
Absolutely amazing job!! I love the game. It's so cute and cozy, I love the vibes lol
The gameplay is very responsive/"snappy" and feels very... opposite of pixels? smooth? and pastille/warm colors (I'm not an artist idk how to describe it lol). Basically I love all the bright colors.
I also love collectibles and the postcards are a really clever way to implement an achievements type of mechanic!! If your team wants to develop the game any further, an idea that came to mind is for the postcards, when you unlock one--- in Collectibles, the unlocked postcards can be indicated by having the top part of the letter opened, and we can now see part of the Postcard and its circle icon inside sticking out of it if that makes sense.
Anyway, tysm for making your guys' game!!
Hi!! Good job on all the progress and effort put into your game!! I love the concept
Sadly, the game seems to be bugged on my end. The hitboxes dont seem to match with any of the terrain so I can just move everywhere. At the same time, I end up walking into something, but then can no longer walk out of it. Things along those lines.
I hope this is helpful!
Amazing game!!! Some of the mechanics frustrated me where dashing to shrimpy mid-air resulted in some weird stuff, resulting in dying... But I understand it's difficult to code all these physics, and you did such an amazing job at it :O Truly impressive
I wanted to get to the end to see what the story would be, but sadly one of those weird mid-air dashes resulted in me dying near the very end and I'm too tilted now lol
My suggestion would be to create some checkpoint(s)!!! Then at the end of the game, you can have a "normal" or "challenge" mode option to disable them if you want it to be one super long unforgiving obby. Personally I like checkmarks though
I give it 8 out 5 Sonson Stars!!!
Hi everyone, thank you so much for playing!! The comments have mentioned several bugs. We were aware of them. My team forgot to add them into our description when we posted our game (posted it just minutes before the submission period ended lol ;p)
Thank you so much for all the feedback, and sorry again about the bugs!! ;o We do plan on polishing the game up and fixing these bugs post-jam :)
Thanks for playing and for feedback! Yeah, the game is meant to only take a couple minutes. It's mostly some of our game-breaking bugs that makes it difficult to progress through comfortably. It's a good idea to let players know how many levels there are, thank you!!
We originally had it so that the enemies can detect you from afar, but it was too far and messed with certain levels. We wanted the main character to feel more like a spy/assassin, allowing you to have greater vision over the enemy and kill the enemies safely. It may seem too easy with this, but the idea was to have more difficult positioned levels, so that you have to find ways to run behind the enemy in order to position safely and kill them. Too much to fit into one game jam sadly, but I am glad you had fun!
I agree, I have some... bad memories of being called that word and it can be used quite negatively. I didn't realize it was a general greeting in other parts of the world, though the game didn't give that impression- I think it was used how it's used negatively
Aside from that, I loved the music game and other aspects of it!
I love it!! The animals having a unique ability reminds me of many classic pokemon games where you can use a pokemon to either fly, swim, dive, cut etc. Very peaceful vibes and would love to see more!!!
I would add a "return" text on the ship so people know not to instantly exit by accident, but obviously considering the game jam time frame, it's very impressive you made all this during the jam!
I'll take a look at the shop hints next time!!! I just finished playing again hehe ^>^
I want to recommend (if you continue building the game) to make flying units pass over rocks and little guys themselves. The collisions weren't really making sense with them and it made the very cute Little Koog guy or whatever (dog w/ bow :3 ) not as fun to play, but I LOVED the feature (I dont wanna spoil in comments haha)
For that above reason, it made the "my real name's John McGuy" better, which essentially was the same role as the Little Koog but worked better due to not having to have a reliable flying mechanic as much (but they also still struggled with the collisions).
Some collision issues also applied to things like Butter guys and becomes more noticeable with the red rarity guys and on, but for Butter specifically it worked due to butter being slippery lol

