Thanks for playing! I really am surprised by all the positive feedback on this game. I was planning on mkaing it a one and done game, but I'll probably keep working on it since it got so much positive feedback.
StoreBoughtRocketGames
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Really nice idea! I loved the flying mechanic, and how you decided to follow the constraint. It was a little laggy though even in the compiled version, which made the platforming more difficult. Loved the art style as well, felt like it followed the spirit of the SNES very well. If you manage to fix the stuttering issue, I'd love to give the game another try.
Glad you enjoyed it! Definitely not the first person to mention the controls being pokey.
Honestly, I was lucky to get in the interactions in that were available given the tine constraint. But, I understand wanting more.
If I do continue working on the game, a lot of systems will need rewritten unfortunately bcz I was forced to hardcode a bunch of stuff due to the limited time factor.
All of the positive feedback is really making me want to continue tho. Thanks for the kind words!
Thanks so much for playing! I also noticed the art style difference, but i didn't figure it out until the jam was almost over. Unfortunately a lot of the level design was done zoomed out, and I played the game in windowed mode. I'll definitely have to unify the asset styles in the future. Glad you enjoyed the game!
I'll have to give this one another try later. It's an incredibly difficult game. The mechanics were implemented super well, and the level design was top notch. I also really enjoyed the witty insults from the bad guy in the cut scenes. The graphics are consistent, and good, but they don't really give me SNES vibes. Regardless, extremely well done game. Nice job!
I really like the eye mini-game once I figured out how to play it. Really had absolutely no idea where to go though, or what I was supposed to do. Felt directionless wandering around without any kind of objective. Found a spot inside the academy at the beginning where I could walk outside the hallway, not sure if that's on purpose or not. Felt like maybe not. If you have time, you should make it more obvious what you're expected to do, maybe some dialog at the start, or just some on-screen text, and I think it would help with the aimless wandering. I will say, tho, the music was really good. It was super chill, and seemed to fit the vibe you were going for. Overall, enjoyed the game.
Thanks for playing my game! I have never heard of the G.O.D. game, sounds like I need to check it out! And of course, very fair criticisms, especially the sprite movement of the main character. I tend to get carried away when making animations. Much appreciated for the detailed feedback, I will try to incorporate it as I make updates.
Thanks for playing! I'll definitely try to add controller support at some point. The fade to white is actually the end of the game, but I ran out of time, so you can run around the game and do stuff just like you're continuing the game.
As for the buildings, that's something I chose not to fix so I could finish the narrative of the game. Definitely plan on fixing all of that later on.
I have already gotten 5 spam submissions, and the jam isn't even 48 hours in yet. I have removed/disqualified, and reported submissions, and used the block button. Unfortunately, itch doesn't have a ban system. I will remove your submissions if you spam here! Most i have removed within 5 minutes of them being submitted. Don't be that person, we're just trying to have fun here.
Love the idea of this game! The tarrot cards, the graphics, the music! All really awesome. One suggestion, it wasn't very apparent how fast I was going, or that I was moving at all in some instances. You might change the camera angle/perspective slightly, pull the camera back a little bit, add some little wind effects going by the player. It would go a long way to showing that you are going fast! Another thing, because I think this game has a lot of potential as a retro racing game, and I feel like i always struggle to get feedback from people on my games, it's not very obvious what each tarrot card does, or even that they are ability effects. Also, and I'm sure you already know this, the keyboard controls are a little unintuitive. Once I figured it out though, I really enjoyed the game, it feels nice, and it's fun to play! Fantastic job!
If you need to do a late submission tomorrow, send me your itch.io page and i will send you back a late submission link. I do this because everyone is on different timezones and may the submission time maybe the middle of the night for some people. Just DM me on discord StoreBoughtRocketGames and ill get you set up. Happy jamming with this final push!
Loved the feel of this game! Gave off strong N64 vibes with the textures and character modeling. I wasn't quite sure what was going on with the character throwing their left arm out all the time as they walked. (Initially thought it was some kind of dab, lol). I still managed to beat the game in just a few minutes of wondering around bumping into things. But I wasn't really clear on what I did, or how I beat it. Once I saw the eye in the labrynth, I wondered up to it, and eventually it let me stab it. I guess that was beating the game? I was really confused. The narrative part could be fleshed out a bit, but I can understand wanting the player to feel lost and confused. That part definitely gave it some atmosphere! Would love to see a more polished version of this in the future!














