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Super Pentacross

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A member registered Mar 29, 2023 · View creator page →

Creator of

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Thank you for playing :)
Yes, I realized but it was too late to fix it. I hoped no one would notice^^

Thank you, I was definitely trying too much for the time given, and it shows in the amount of bugs and lack of polish.
But the feedback gives me motivation to work on it some more.

Thank you for playing and the feedback.
Yes, I just didn't have the time to replace the placeholder. At the very least I should have increased the size of the hitbox.

Very nice art and good sound design.
I liked the idea and frantic gameplay, but maybe a quick introduction phase with just one rocket would have been nice to ease into the full 3 rocket mode.

Cool interpretation of the theme :)
And although simple, the gameplay was satisfying.
In part due to the good sound design with the little blips and click sounds.
Also the art is amazing for a game jam.

One thing i would have liked to see differently:
The ads with buy button were a little too frequent, almost 50% spawn rate compared to the regular ones.
I think less of them would have caught the player more off guard. They also weren't quite as nice to click.

Cool concept :)
I like that the time is also your health pool and it was a good choice to keep it persistent from room to room, therefore being the limit to the entire run.

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I like the concept of having to buy moves instead of a whole ability. Also the jumping and sprinting while rushing through the level felt fairly good.
The environment was basic but it created an interesting atmosphere.

I feel the timer was too generous and didn't build any pressure. Also  sfx/music would have greatly contributed to the feel of the game. But I am sure both were due to time constraints.

Either way, congrats on your first game jam submission!
Also quick tip if you want to avoid the two awkward overlapping fullscreen buttons next time:

Make the viewport dimensions setting on itch slightly taller than the game (e.g. 1280 x 720px -> 1280 x 770px) and disable the itch Fullscreen button.
Then you have the one fullscreen button from unity you can click and actually works.

Thanks! Yes, time was the biggest issue (heh).
I will try to work on an extended version with proper polish :)

Thanks for trying! Don't worry, the balancing is just way off and I didn't have time to properly test it :D

Very fun and i like how frantic it can get. Getting completely into the flow and clearing bombs away while they keep spawning is really satisfying :)
Art, sound and writing are also great.

Did you make this with touchscreen in mind? It already feels pretty good on a phone, only the hitboxes could be a little bit bigger.

Only had one issue where on level 5 the left-most hitboxes stopped working (on desktop). Reloading fixed it.

Thank you so much for playing and also the encouraging words, Rekin :)
I was inspired by Loop Hero, where the player also chooses the difficulty themselves and has to weigh risk/reward against each other.
Right now the combat and reward tuning is way off, but i will try to make a proper post-jam version.

I liked the concept of moving around in the vehicle and having to tend to different things. I also liked the simple but effective visual style.
I just had a little bit of a hard time figuring out which buttons/switches did what. Whenever some hazard disappeared i wasn't sure if it went away on it's own or if i did something.

Didn't manage to come very far, but a nice and unique take on tower defense games.
Also beautiful art and great music!

Thanks for playing!

Thanks!
Yes, the combat and time rewards still need some tuning.

Yes, each shape corresponds to a specific quadrant.
Consider the main layout of the level and how it could be related to the wall puzzle :)

Once you enter a shape correctly, the dots get connected with lines.

Thank you for playing!

Yes, maybe I should have put one in every room.
Interesting point about the VR-feeling. I wonder if it was because of the FOV, or maybe the janky camera^^

A calming little game. I just wasn't sure if the game is over after making everything bloom^^

Congrats on your first game jam submission!

Puzzle platformers aren't really my kind of game, but I liked the general concept of unlocking stuff for "future you" ;)
I think the levels were a little too spacious which made it harder to navigate (and also probably took you longer to make).

It creates a good atmosphere and I think the pacing is perfect for a game jam game (not too long or difficult).

Yes, they may have been a little too abstract.
Also I think the skewed perspective on the first shape (mountains) made it harder to see how it could be entered in the puzzle.

Thank you for playing!

Thanks for playing!

Thank you very much for the detailed feedback!

Yes, I think I should have kept the shapes all in the same style and size.
And maybe some kind of subtle "you are here" hint on the puzzle to make it more obvious how the quadrants map onto the rooms.

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Hey, thanks for playing!
The puzzle isn't very involved, so it's hard go give hints without revealing the entire solution^^

Basically there are four distinct shapes in the game that you need to find.
Once you enter a shape correctly on the wall puzzle, you will get a confirmation by the dots getting connected with lines.

Good luck.

I liked it very much :)

The visuals and sound were simple but effective Also the little details like the bird at the beginning, the mushroom cell mate and the trap door to the "secret area" added a lot to the atmosphere.

The  cauldron and enchanting ball made me immediately curious about other combinations of items (but sadly i didn't find any besides the main objective).

Simple but fun Clicker and can get frantic at times (in a good way) :)

I really liked the visuals, sounds and animations :)
I do think the interface made the gameplay a little too difficult. Maybe I was doing something wrong, but I had to constantly look between the center for timing and top left for the next inputs. Was this on purpose?
I think putting all the necessary information near the center so it can be all seen at once would make it more satisfying to play.

It was fun and I made it to the end, although I didn't quite grasp the concept of the gravity scale^^
Maybe I missed it, but I think currently there is no way to easily reduce velocity. So instead of reducing thrust, the S-key could add reverse thrust to the ship.

Very impressive visually and I liked the control scheme (after getting the second arm).
I could easily see this become a full game.
I think it would be improved by adding some additional visual indicator when a hand is grabbing on to something (like in Heave Ho). Right now it's sometimes hard to see with the hands being small and getting covered by the body.

Cool concept and nice visuals/color palette. The rating system reminded me of Geoguessr^^
One issue I had was the camera constantly drifting to the right (Firefox). Also it was very easy to knock the already placed pieces out of position while putting down a new one.
Other than that it's a nice little heist game :)

Very cool idea and a clever way of using letters themselves as assets.
The only thing i felt was a little confusing were the duplicates in the list of possible solutions at the bottom of the page. But maybe that was point^^

Very interesting concept and nice visuals and sound design :)
The only issue I usually have with this kind of meta level game is knowing when it's actually over and there is no more content to reveal^^

Interesting concept and definitely something I haven't seen before.
At the moment the gameplay is a bit basic but I'm sure with some additions it could become its full little game.

Interesting mechanic and in general a nice presentation of visuals and sound.
Also I appreciate that there are difficulty options :)

Sorry, didn't make it to the end^^
The difficulty ramped up pretty quickly and it felt a little punishing to reset collected stars after dying.
Other than that I thought the movement was pretty decent and enjoyed what i've seen of the level :)

I really like the clean art style and also that you have to think ahead instead of just blindly picking up every item.
Would gladly play a longer version of this :)

The visuals and sounds are good and nailing the double wall jump right at the beginning feels very nice. The rest of the level is too difficult for me^^

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The gameplay definitely feels foddian and I think it's interesting that it can be played very methodical (by planning which platform to land on and shooting one rocket at a time) or frantic (by mashing the shoot button and trying to bounce off the sides and any available platforms).

I also like that you gave it a little backstory :)

I have nothing against the segmented camera screens (I used the same style in my own submission), but when the character is at the bottom edge of the screen it can make it difficult to shoot downwards because there is not a lot of space to click on below the character.

The basic concept is fun and I liked that the level wasn't too long.
Some better visuals would have been nice.

A very unique movement mechanic and I really like the way the cooldown is visualized.
It was just a little too difficult for me, so I didn't finish it^^