This game was awesome! I really like the reload mechanic and doom style visuals. My only criticism is that navigating around can be a bit confusing due to the areas looking very similar, and the key system necessitating backtracking through these confusing environments, but the game is short enough that it doesn't become a big problem. Overall this was amazing!
SparTimm
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This is a pretty solid puzzle platformer. The gear mechanics are really creative and have a lot of cool use cases. I did find the level where you have to ride a rising rail and get to the other side of it to be a bit frustrating to do properly, but it's only in the one level so it wasn't a big issue.
This is a really cool idea! I love using the gravity of the planet to arc shots, its genuinely so cool! I think combat could use some secondary effects to make it even more interesting, like maybe come of the flying enemies have a weakpoint on their head that you need to use gravity to hit, but it was still pretty solid.
The control scheme was a very interesting mechanic. This was very fun, but I do think the difficulty is a bit too harsh. The enemy can be very hard to play around, especially in tight spaces, and there was also a bug where dying to a hole meant the enemy wouldn't reset its position, which caught me in more death loops than I'd like to admit lol. Very solid idea though, keep up the good work!
This was really fun! I especially like the art style, the images of 3d models and the ui aesthetic blend perfectly and are super unique. I do think it could use a bit more player agency, as there aren't many interesting ways to use the flaps, and the camera is zoomed in a way that makes it really hard to react to the ground. Overall though this was great!
This was really creative! I love how you incorporated a lot of beyblade elements like the running out of "spin", and the roguelike elements add a lot of replay value. I do think it starts off a bit too hard, and it was often difficult to not run out of spin or fall of when trying to get to the next room. Overall though this was very solid, good job!
This was a really fun puzzle platformer! There were some very interesting puzzles, the presentation was great and the dialogue was a nice touch. A few criticisms I have are that the controls feel a little slippery for how precise you need to be, and respawning is a little slow, but these were pretty minor and did not take much away from the overall experience.
I just played a few times and overall I liked it. The branching dialogue was the biggest standout and it even had me going through multiple times just to see what endings I could get. The atmosphere also excelled, especially when navigating around the spider or wandering the woods as shadows are cast from your torchlight onto the trees. One part that I thought could use a little work was the audio, as the ambient track was very distractingly loud, which overpowered some other sounds like footsteps. On the whole though it was still very enjoyable and had me engaged enough to keep playing even after I beat it.
Thanks for the feedback! I spent a lot of time just creating the atmosphere so gameplay unfortunately was left a little barebones. I didn't want to give full rotation to the camera flash because I felt it removed all challenge, but something like preventing ghost's from moving diagonally could be something I could implement in the future.
This was incredibly fun! The sounds and music were great, the art was great and the polish was phenomenal, especially considering the tight timeframe. One criticism I do have however is that with how the camera works, you can't tell what changes have been made by a lever until you switch characters. It also could be interesting to have both characters work together on the same plane in some levels, though I understand that could cause issues. While some more levels would be nice, it's a jam project so the shorter length is completely understandable. Overall it's an amazing project with plenty of room to grow in the future.
I'm really sorry for all of the issues, polish was something I was putting off until further into the project and I ended up dropping development around halfway through the jam. Platformers aren't something I've had too much experience with yet so the code for holding down jump is a bit jank and because I didn't have as much time as I would've liked it was something that wasn't able to be fine tuned.




















