Just stumbled upon all of your sounds and they're all really nice! Wonderful work.
SplendidDog
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I absolutely adore this game! It's just oozing with polish and charm. Seriously, everyone who worked on this game did such a good job because this feels like something that could genuinely be released on Steam as a super charming and replayable arcad-ey title.
10/10 would boot up again. (I probably will this game is so fun)
The concept of this game is really interesting. It took me a little bit at the beginning to fully understand how to play / what to do. (I threw the box in the hole because I thought that was what I was supposed to do, before promptly moving slightly more right to the screen and seeing the second platform lol. I'm not the brightest)
But after getting the hang of the game, the loop was very apparent and I think implemented well in a little bit of a narrative point and click experience! Wonderful work on this one!
Thanks for the kind words!
Overtime has two conditions: When the timer on the top right of the screen runs out, and when you accidentally take out an innocent / non-spy person. It's possible in some cases to think you have the right person but one small detail is off and killing them starts overtime, which may have caused confusion. Apologies if so!
Thanks again for playing and the feedback.
I'm glad you liked the game! And I'm happy that the detective vibes carried over well.
I agree on the map tbh. And that was after we shrunk it! I think that the size would work better if we were able to implement some of the extra mechanics we wanted to but alas, game jams have a tendency to make plans go awry. Nevertheless thank you for playing and for the kind words!
Thank you very much!
We had so many ideas for how to expand on the loop we unfortunately just couldn't add in time for the jam. Like recursive consequences for being caught. (I.E. if you're seen while taking out the target as one spy, police get called and you have to avoid them as the next spy, etc.)
It's definitely something we want to expand upon at some point.
I appreciate the feedback and the kind words!
This was a rather nice lil' game! I like the general concept of it and the use of the theme in the gameplay. The only aspects I thought felt strange were that I couldn't freely switch the notes and could only do it in the set areas, as well as getting soft-locked when the jump left me mid-air and it wouldn't jump any more. Other than those things I think this is a fun jam project! Wonderful work!
I'm very, very late with this, but thank you so much for the kind words!
This project was a joy to work on and I'm happy you had a nice time with it, it means a lot. I think in the upcoming post-jam update build of the game I'm going to add an option to reverse the throw force to make it more similar to billiards and gold games if that feels more comfortable since I've heard that feedback quite a bit!
Absolutely loved this! The concept is great, (I think 3D and 2D mixed together is such a fun concept, I love seeing it in games)
I think you did a wonderful job executing on the idea in such a short time frame. Really wonderful work! The only issue I had with the game really was that sometimes the platforming controls felt a tad bit hard to manage, particularly with things like the coin room and getting the last coin. But other than that this concept was so, so well done and this is one of my favorite entries in this jam so far! 💜
A mix of things!
Some things like the character sprites have the shadow/ghosting baked into the sprite. But for the projectiles and other screen elements I set up a custom script that automatically added the ghost/shadow effect. (Ideally, every sprite would use this script because it's more customizable, but because of the jam time limit I decided to brute force it near the end of development via the first method I mentioned, like with the character sprites haha) It's deceptively simple. (If this is what you're talking about)
As a huge fan of peggle (and sad there hasn't been a new one in a long while) this was incredible!
You nailed basically everything here, it feels really nice to play, has just the right amount of content for a jam game, and overall is just a lovely, complete experience that is also super replayable even if you've already beaten the different levels.
Admittedly I feel as if the theme was a bit too loosely used here, only having relevance as a part of the story and not really affecting the gameplay much which is what I tend to value most in jams, interesting gameplay based around the themes. It also felt a bit less like a puzzle game and more like a strategy game.
Nevertheless, that can be easily looked past simply due to the quality of the experience. It's truly a wonderful jam entry and I'm definitely excited to see if you do more with it post-jam since there really are not enough games of this style.
The poor performance is something I witnessed first hand after submitting when I sent it to a friend. I made a downloadable build but forgot to put it on the itch page prior to submitting which unfortunately means I'm sure a lot of people were affected by the performance issues.
Thank you for trying the game regardless! I appreciate the feedback and for being honest with the ratings.
I'll try to have the downloadable build up asap post-jam for anyone who's experiencing troublesome performance.
Hey! Thanks for playing!
I agree on the dash not being the best. It was designed to dash the player towards the mouse cursor but this isn't conveyed well in the game and it's misleading. It was originally added like that to add to the challenge, so you couldn't shoot when dashing, but the implementation is rough.
Thank you again for the kind words and feedback!
Thanks for the feedback!
The dash doesn't go towards the boss, it dashes the player towards the mouse position. But this is confusing I've found and it will likely be changed post-jam to dash towards where the player is moving instead since that's more readable.
Also I do plan on adding more bosses! The slime is supposed to have attacks that are randomized each time with new attacks to make it fresh, based on what upgrades the player currently has. But unfortunately the randomizer broke. It's also something I'm fixing. (The palette's were ones I use for low-color-palette games and took substantially less time then boss design, less than an hour to implement, hence there being palettes haha)
Again, thank you for playing and for the honest feedback. I've noted it down for the next build of the game!
Thank you! Yes, the 2 mob issue is because of the boss randomizer messing up unfortunately. Wanted to get it fixed prior to the jam but I couldn't figure it out before the deadline. Nevertheless, I'm glad you liked it! It was very fun to make and I'm excited that people seem to like the foundation :)
One thing I do want to do in the post-jam version is make the bullets interact with each other more since I feel the 'fun' of this game would be better if the bullets could be formed into interesting conversations, instead of being independently powerful.
Thank you so much again for playing and for the feedback!




















