This was a really fun game! A great addition to the jam. The gameplay is nice and the art is really well-made. I think you did a great job implementing the theme, too! Overall just a really nice experience! :)
SplendidDog
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I really liked the premise of this game! A nice twist on the Fnaf-style horror game where you play as the monster. The music was really well-integrated and the mechanics, when learned, work really well together!
At first, it was admittedly a little hard to figure out exactly what to do and how everything interacted with each other, though after reading through all of the description and playing through the game a few times I was able to get a hang of the mechanics and the main gameplay. Like I said before, after figuring that out the game was really nice, both in terms of how it handles the theme and how it overall plays. I like reverse-horror-scenarios like these so it was a nice experience!
Thank you so much for the feedback and for playing! Yeah, Pun titles are always fun haha.
I'm glad to hear that you overall like the concept and the idea! As well as the artwork and movement mechanics. The feedback is really helpful as well, like the slow movement and bugs, like putting the coins down by trying to interact with doors. I'll be addressing these in a post-jam update which should fix most of those issues and make it longer!
Again, thank you so much for playing!
no problem on checking out your game, it was great. Thank you so much for checking mine out too, and for the invaluable feedback!
I put a large focus on the art-side of the game, sprites, animations, the intro panels, etc., so I’m happy to hear those all look good! I really appreciate the kind words in that regard. I do agree the game isn’t very hard, though. And is fairly short! Originally there was a third angel that did patrol, and that’s what the barrels would be used for. But unfortunately it was very buggy and isn’t seen in the final build. I’m hoping to make a post-jam update, which should make things a little more challenging and give the barrels a use again. I’ll make sure to use this feedback when making that update. Again, thank you so so much for the detailed feedback and for playing the game, it means a lot!
Incredible experience! Your team knocked it out-of-the-park with this one. The visuals and gameplay is great and overall this is a very re-playable, fun, polished experience that is a super fun take on the formula! I also made a slime-based-game, albeit in a different genre. But I must say, I do think you did the idea better, and this is a valiant team-effort. I think it's honestly one of the best in the jam!
Love this! The character interactions are funny and, it genuinely makes you want to help the little pin get out of this 'friendship'. Loved the ending where we get to go against the guy's commands and the gameplay is actually reversed!
I don't know if it was intentional but the way that this game incorporates the theme is two-fold. Obviously, we're playing bowling but instead of playing as the bowling ball, we're playing as the pin so it's reversed. But, on a deeper, gameplay-focused level, at the end of the game, our role is reversed AGAIN. Instead of helping the guy we're going against him. As I said before, it's a magnificent and genius take on the theme.
The art-style is FANTASTIC! The characters are also quirky and fun, I love em'. The whole team did an incredible job with this game, lots of care was put into it and it shows! You took the theme and ran with it in a really unique and interesting way, and I love the dynamic between the trainer and out smol hero. Overall, great job!
Loved this game! The art is really nice and it's a neat twist on the classic snake formula, with an unfortunate outcome for the poor lil' guys who had to be knocked over along the way. The gameplay is really nice and smooth, and it was genuinely tense at times. As someone who doesn't do well with 'scary' atmospheres this one genuinely creeped me out a few times, and I think you did a great job on that aspect as well! Overall a really great addition to the jam, you took the theme of 'Roles Reversed' and made something great with it.
I'm so happy you liked it even despite some of the more problematic bugs! I appreciate the comments on the artstyle and I'm glad to hear it was overall a relaxing and enjoyable experience even with its faults. I'll definitely keep you updated, I'm keeping track of all of the biggest bugs/issues and I'm hoping to deploy a post-jam update to fix these, along with some new/improved content!
Crashing wasn't intended but I do agree it actually adds a bit to the experience, funnily enough, haha. Thanks for the kind words in regard to things like the animations, that means a lot to hear, and thanks for the feedback. I'll work on improving elements like being able to skip through text in a potential post-jam update later down the line!
Thank you for the kind words! I'm happy with how the visuals came out, and I'm glad to hear that overall it was a fun experience! I do apologize for the bugs, this game had less playtesting than I would have liked, and I do feel that that aspect is reflected in some of the issues seen throughout the game both minor and major. I appreciate the feedback, and that you took the time to play my game, once more, thank you!
Thanks a lot for the feedback and for playing the game. I definitely plan on improving the game after the jam, especially in terms of fixing the generation system to make it less repetitive. My plan is to make it still a bit randomized but with more handmade patterns and scenarios to ensure that it never gets too predictable and that there are some more unique floors that still provide a challenge!
This game was great and very polished. The art was stunning and while I think the player could have been a little more animated, it's still an incredibly detailed experience! The main mechanic was very neat and while it took me a minute to wrap my head around it was a wholly original experience, and I think the only issue with the game is that I wish there was more, and that's never a bad thing! Honestly, I think if you kept working on the concept it could really be something special.
I really liked this game, and I played it to completion! I think the confined mechanic is really good and the upgrades are a neat addition, although I will say by the end of the game my character was pretty OP, with homing bullets that did massive amounts of damage with lightning speeds. I could just sit in the corner, use confine, shoot a *ton* of bullets, and they'd immediately clear a level. Though in the beginning, when I was actually using the movement and confine to get out of sticky situations it was really fun and I think this concept could certainly be expanded upon. The art is also really nice.
I know I'm late in responding to this, but thank you so much! I 100% plan on developing the concept further. An attack hotfix is planned for right after the jam, which will make the game generally more exciting to play and give it a better difficulty curve, and after that, I plan on updating it over time to include a lot of QOL things and polishing certain parts up even more.
Also, not spoiling anything, but I'm definitely planning on adding a fight similar to that ;)
Hey, thanks for playing and for the feedback! I completely agree with the issue of attack repetition and lack of variation, it's certainly the least polished aspect of the game. In reality, it went through a lot of different iterations during the jam time and I'm not happy with how it ended up, I'm absolutely going to be refactoring it for an after-jam version to make it more exciting and varied. There are a lot of attack patterns *in* the game, classic bullet hell circle patterns, sine waves, and another variation of the spear attack that isn't used because it caused so many glitched with the generation despite being available.
I'm planning on making more handcrafted scenarios mixed in with random elements to keep it exciting, and I'm wanting to add some of the other things you pointed out, (Highscores, a boss battle, etc!) And making more floors that are like the insane ones shown on Twitter lol. Again, thanks for the constructive criticism, and I hope that when the game is patched it'll live up to these expectations!
Hey, thanks!
I understand you're main points of criticism though, and I completely agree with them. When the jam is over I'm wanting to overhaul how the attacks are generated to make for a much better difficulty curve/add more variety, as well as add a few other small details to make it more in line with a roguelite. The current version of the attack generator was hastily put together and it shows. Again, thanks for the feedback and for playing!
This game is great, the art style is fantastic and the gameplay is fluid. It's simple, yet difficult and, the speed at which you can quickly get back into a new run really helps with the flow of the game as a whole!
The only thing I think could be improved is some kind of guide to help understand what the abilities do? I Ran into a few where it took me a little bit to figure out what they were actually adding to the gameplay, although that's mostly a minor issue. Overall, this is a great game and a great experience!
Hey, thanks so much for playing and for the feedback as well! There were some aspects of the game that were polished but, had gotten broken in some way or another. For instance, the impact hole the spears make is supposed to fade out smoothly after spawning but about halfway through development that just… stopped. And I don’t really know why, it's supposed to be an animation that plays as soon as the sprite is spawned but it just doesn't. All of your feedback is really helpful though and I'll take it into consideration when making the post-jam version of the game! =)
I want to start this off by saying I really liked this game. The art is wonderful and adorable and I'll always enjoy 2.5D things like this. The character dialogue was funny and each of the characters felt like they had a lot of effort put into them and their personalities even if the conversations with them were brief. It's cute, it's action-packed, and it's fun!
While it was hard at first I did find out that the game can actually be cheesed in a few spots pretty easily if you hold down the fire button, most of the bosses has a spot where you can simply stand still and hold the button without getting damaged enough to die, and that made beating them fairly easy at times, even the final boss suffered from this as I was able to beat them without moving too far from the spawn position. Although ignoring this since I know it wasn't intentional, the game can be pretty challenging and rewarding when played correctly, (I.E. moving around, dodging bullets, getting rid of the lil' minions, etc!)
I LOVE this concept and the execution of it was great. The intro really caught me off guard and it honestly made me care about the monkey a lot more than I thought I would, completely wordlessly. On top of that, it's just a really fun game and the pixelated old-school graphics are great! You did an incredible job on this game.
One funny bug I found was that you can shoot through some walls hah, but it isn't too game-breaking as it generally isn't very helpful in most scenarios. Having the environment block projectiles was a great touch too, and it made combat encounters a lot more fluid and nice since I had things to hide behind if I was getting overwhelmed and needed a second to catch my barrings!








