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





