Almost certain I got an F, since I walked away from the computer for a few minutes while it was spinning around the first point. I think the energy counter thing at the top marked around 4800 when I got back, haha
SpazticSquirrel
Creator of
Recent community posts
I really don't think there're words to describe the feeling you get from playing this game - a sort of dread and wonder as you walk through a cold, dead world, from one fire to the next.
The smooth controls, the sound, the generation, the shading, and the utter lack of anything alive come together to form a beautifully simple work of art... nice job, guys :)
Wow, you guys made a beautiful game :)
Your spin on the battleship minigame with the souls and special abilities was actually really fun, and the art and music suited the game really well.
Since you get pointers on the exact coordinates to go next, I feel like the fuel feature is a little unnecessary. I noticed on one of the later maps (maybe 8 or 9, I should've written it down), the X and Y coordinates were reversed. And I think the rendering of the ships on your side was a little broken, since I'd often get hit even though it marked an empty tile.
Overall, excellent entry!
There wasn't much game to be had - it's more of an interactive movie or slideshow - but it's a nice, calming and atmospheric experience. Nice job :)
The star shader on the screens was pretty interesting to me. The way it jumped around as your view moved, but much less intensely as the zoom on the screen decreased (increased, technically).
The style of your game is one of a kind (and kind of brain melting)
I loved how the ground reveals itself as you walk around; it really felt like navigating some kind of astral plane. I wish there was more past the third level and more variety to the platforming, but for a solo entry you did a great job :)
(sorry for the multiple posts; my browser bugged the hell out)
Nice game, guys :)
I really enjoyed the dynamic of managing your parrots before the cart leaves them behind, the music rocks and the intro cutscene was pretty great haha
The ground texture in the intro cutscene made the grass' fluffy and painterly look really flourish - what caused you guys to use the flat brown color in the level?
Thanks for the kind words :)
The camera and climbing controls were one of the things we were constantly tweaking and trying to get right; I don't think we managed to nail it down, though. The default climbing method is meant to be camera-oriented, so wherever you're looking is gonna be treated as forward/up, but there's an alternate climb mode toggle in the settings menu that orients your controls around the wall in case the default is too confusing.
I think it's one of those things where you hear it needs improvement so you try to fix it, but you've been using it so long in testing that you forget what the onboarding experience is like.
If we'd managed to get controller menu navigation working and the composer's work implemented properly, I wouldn't have any complaints about how it turned out. All in all though, we worked crazy hard this past week, and I really couldn't have wished for a better outcome :)
Dude, I love the art style. Is it pre-rendered?
I feel like Chainlight has a really unique main feature; it was fun surfing along the chains and satisfying to learn the patterns of the flame turrets and stuff.
I explored for like half an hour but didn't manage to find the goal, unfortunately. Great game, guys :)
kitty :)
The way whiskaway controls is really unique, and I definitely suck at it but it was fun to learn. Crazy work for a solo submission :)
I almost forgot, there's a section with a green dumpster and a walljump between two pipes that I couldn't for the life of me get past. Well, I did get past it but then I tried to go back so I could get a screenshot of it and fell back down haha
But up until that point I had a blast, goomba stomping rats and running all around town.
Thanks for the kind words, ricky :)
There was meant to be a checkpoint just past the second door, but it looks like something happened to it in the exported build... whoops. My brother ran into the same problem. As for the fickle enemy AI, that's just from a lack of experience on my part.
The art was driven by a few different factors - we needed something simple to fit time constraints, so that meant avoiding textures and detailed meshes, and I wanted to make sure we still had some kind of visual clarity. Though it wasn't until roughly 30 minutes before the deadline that I decided to go all-in with the low-res visuals... initially, they faded in when you hit pause or died.
But mostly it was made on a whim when a friend suggested "echolocation?" haha
Thanks :)
You're right, we definitely had room to improve, and a bit of foresight would've helped a lot haha. We didn't get around to actually piecing the levels together and testing until the last day, so though we'd planned for about 9 levels, we only managed to crunch out a couple of them. Personally, I'm just happy we got a playable build out, lol.
Excited to try out clock mayhem!
Your game's a little confusing to start out, but it's pretty groovy. Probably the biggest downside for me was that you didn't have any settings for the music (it was very, very loud), so when it ended and didn't repeat it was more of a blessing than a curse. Once I figured out the gist of things it was neat to see how long I could survive.
Nice game duder
Your game is adorable :)
Y'all are crazy for being able to pull off so much polish.
I didn't finish this playthrough because some yarn tied itself to a pin and on falling down I got softlocked since the pin was out of reach, but the chunk I managed to play was incredible.
Oh one slightly annoying bug is that the skip dialogue button locks your cat in place until the next time you talk with the other cat, so every time you miss grabbing some yarn above a character you have to go through the entire dialogue again hehe.









