I liked the art and the music. I made it all the way to the end, but I found it way simpler to just outrun the enemies than to try and master the weapon I was given. I think the story could use a bit of work here too as it didn't flow really well for me. Thanks for making and sharing your game!
tbleazy
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Cool concept but I agree with some of the other feedback that the second half felt stronger than the first. I'd be curious to see how your game would play differently as well if you could telegraph that a spike was about to move—it felt a little unfair when I'd have to break out the paddles (again) because spike would move into my path at the last moment without any indication that I should try to dodge or think differently about the path I was on.
Thanks for the tip and nudge here. I gave it another shot in full screen mode and I made it all the way to the last challenge! I really loved the animation audio and how y'all were able to apply your puzzle mechanics here in such unique and interesting ways!
We gotta talk about the collision detection though. There were too many cases where I got close to an edge and then fell off even when it looked like I was still on solid ground. I think making the player's collision shape for those smaller would really go a long way towards making the game feel more fair. The opening/closing holes made for a unique puzzle mechanic, but the collision detection starting on the initial frame of the opening animation meant you lost the ability to telegraph to the player that it was about to happen and it led to a lot of frustrating moments because of the first collision issue where I'd be swept away before the hole was even halfway open. I also found myself having to pay a lot of attention to these specific holes because the main floor tile color was also black in the center. I think the timed holes would have stood out more if you'd made the main floor colored or use a pattern so there was more visual contrast between them.
Thanks for making and sharing your game—this was great!
Really awesome job, y'all! I loved the survival horror vibes but I found myself really struggling to navigate the world y'all have built—the environment design is really gorgeous, but the rooms and corridors all felt too similar and the changing camera angles made it difficult for me to keep track of where I was at. Some kind of map mechanic would be a good add, but making the spaces more visually distinct from each other and creating more visually unique landmarks in each space would be even better here.
This was so much more fun with the mechanics tweaked slightly when compared to earlier builds of the game! Given it's a bullet hell, I did find the the PC to be a little slow and the bullets to be a little too unpredictable which made gameplay a bit tougher than it could have been—especially considering I was also having to manage/prevent overcharging. You've got nice, clean visuals here and I think a little more UI polish would improve the experience as well.
Really solid entry and good amount of juice! I like the overall game play and aesthetics, but I found your UI to be a little confusing—this is a place where I would have tried to find a better way to balance your aesthetic with the usability/readability of the different elements for navigating the menus and understanding my current health. I'm looking forward to seeing where you take your dev journey from here!
This was a solid, little vignette! I think your visuals, storytelling, and camera work were great, but I'd have loved a little more length to build up the tension ahead of the big reveal (tough in 10 days for sure). On my second playthrough I really appreciated how different choices gave me a different point of view for the same story, but I'd also be curious how your game would play differently if I was in control of the PC when navigating the house and working my way up to the situation. Thanks for making and sharing your game!
I wanted to check out the game, but I also had the same challenge with the mouse cursor not working as expected in the game and also with the UI seemingly being cut off at the edges—a viewport scaling issue maybe? Since I can't play the game as it was intended, I won't be rating the game, but I at least wanted to call out that I loved the opening intro and the music!
Ah, this was great! I loved the story you told through the environment design, but I wished there was a little more house to explore to further draw out the tension and build up more of the backstory along the way. I'd also be curious to see how your game would play differently if there was only an "interact" mechanic. I found the separate "look" and "interact" mechanics to be a little confusing as the responses for both were often similar, even to the point where I got stuck early on in the game because it didn't seem like the "look" mechanic was worth using (thanks for the hint to unblock here btw).
I really enjoyed the core gameplay mechanics and so many aspects of your game. If I'd change anything, it'd be to make the enemy sprites more distinct from each other; I found with them all swarming it became difficult to quickly identify what part of the swarm to focus on first. This was so much fun!
Really fun and simple gameplay mechanics—I especially liked the last stand mechanic! I did have a bit of trouble playing due to UI scaling issues on my high DPI display where the play area looked to be about 1/3 of the overall viewport. Did y'all enabling window scaling in your project before exporting it?
I’ll definitely rework the respawn mechanic to eliminate getting one-shotted. It’s really annoying now that I’ve played the game a few times too
RE: the sliding physics I spent so long on trying to get that working properly that I eventually had to give up and move on to other tasks. I’m sure it’s solvable, but I probably need to put more brain cycles into it first.
Thanks for playing and sharing your feedback!
The crazy physics movement (loops, halfpipes, and upside down curves) was really challenging to get dialed in, and I’m not sure I stuck the landing here for it.
I originally had it set so that your direction of travel would influence your speed on these curves, but I couldn’t get it to feel right when changing directions on a curve (this was especially a problem with the upside down segments where you enter from the left and leave on the right or vice versa).
I simplified the handling so that as long as left OR right were held down, you’d finish the curve and hopefully not notice that changing the direction you held would have an impact since they’re pretty fast to traverse.
I definitely should have given players more energy when respawning (at least enough to survive a hit/not get one shotted) and will likely make a change post jam to fix that
Thanks for playing and sharing your feedback!
Certified banger. The gameplay is explosively fun, even in spite of a few deeply frustrating bugs like when the player and enemy die at the same time and when the camera moves ever-so-slightly as you're trying to chain together more precise movements. I also saw a few UI scaling issues where the number of charges I had went beyond the right of the top-most HUD display when I played in full screen. The art and animations are really amazing here, but some of the pixels kept getting crunched as I was moving around, impacting the quality of the art on screen. I don't know if it's possible to preserve the movement feel while keeping the art fully pixel perfect, but that'd really level this up. Thanks for making and sharing your game—I suspect you'll do well in the jam!
This was a lot of fun to play, though I wish the game took better advantage of the vertical space in the play arena. During the early game I could just stand in place and pummel away. When things got a little livelier later in the game, UI display/scaling issues stopped me from using the bottommost level of the environment as they obscured that part of the player area. That unintentionally ramped up the difficulty for me, but I still hung on for a little while. I do think you could start ramping the difficulty a little earlier in the game, too, as it really gets exciting when you start unlocking the abilities. Solid art and audio to go with as well. Thanks for making and sharing your game!
I got a play an earlier build of this one, and I'm so glad to see it so much more polished in its current state! I thought the tutorial was good, but it took me a minute to realize I had to click on the elements to progress my way through it—I think you could keep polishing and refining this to make it even clearer what to do at each step of the way. The overall concept for the puzzle's design is great, but it's also a little overwhelming when you get out of the tutorial and now you've got this massive circuit to think about. I'd be curious to see how your game would play differently if you split it up across multiple levels or stages, with each stage's circuit increasing in size and complexity as you go. I think that'd let me feel a better sense of progression and avoiding any feelings of being overwhelmed when I get dropped into the main game for the first time. Thanks for making and sharing your game!
Cool reversal concept—I laughed at the GPT intro that poked fun at vibe coders. Art, sound and, overall level of polish was good, but there wasn't enough challenge here for me given it seems like there's a bug in the build that got uploaded. I also felt your transitions were a little slow when it came to moving between menus and the game play. Good stuff!
Top-notch puzzle game—this is one of my favorites so far! I found the puzzles to be both accessible and challenging at the right times (that last puzzle!) and the art style is really clean and readable—I really enjoyed my run here! It did feel like I had some trouble at a few points with dragging and dropping the batteries, but it always seemed to reset itself or get back into a state where I could eventually drag them again without resetting the level. Really nice work here!
A banger! Pure chaos and fun. I love when the difficulty starts ramping up and now I'm all over the place trying to send those zaps back up the skies. Great execution on all fronts—I especially loved the feeling of urgency I got when zipping back and forth across the top of my barn. Thanks for making and sharing your game!
Neat concept with very zen-like gameplay as Dragonmaster101 called out. I could tell that I was progressing and starting to get better scores after several rounds but I really wanted that progress to be more readily apparent as I played to reinforce that I was doing the right things. Thanks for making and sharing your game!
Really lovely idea! Great art and audio here too. That said, I found it frustrating trying to climb much beyond the first screen—I just don't have the kind of reaction time needed to really succeed here. I'd be curious how it'd play differently if there was a grace period or some other mechanic (time dilation/slow-mo?) after collecting a valence to let me target the next hole.
Lovely art and audio. I think you've got a really cool concept here, but the movement mechanics held me back from fully enjoying the experience—letting the player slide along the walls would go a long way here towards making the tank control scheme work better for navigating the play area. Maybe it was a skill issue on my part, but I kept getting stuck! Thanks for making and sharing your game.
Optimizing for the jam crowd is 100% the right move. The last jam I did had a pretty amazing incremental game that had me and other players hooked for over an hour, but the level of polish and fit on that was unlike most other games I've played in this space—especially considering it was a jam game!
What a great little platforming game. The first few levels felt a bit repetitive and slow, but by the time I made it to third or fourth level I was locked in and ready to keep going. I do think I found a bug where my dash stopped working after I died and then tried to continue onwards from level 6. The visuals are solid (though I did spot some anti-aliasing and it looks like the grey clear color for the game's background comes through on one of the doors) and the audio is solid, too. The game is fun, but a little more polish and some different thinking about the early level designs would really amp up the fun. Thanks for making and sharing your game!
Very cool throwback! I loved the art style and the simple, approachable gameplay. I defended the monument about 40 times before it went off the rails for me and I couldn't keep up. That said, I'd be curious if there could be more visual or audible feedback for when the monument is defiled—the sound sample is the same as a regular turn and the exclamation mark that popped above it didn't do enough to alert me to my poor time/button management.
This was a banger. I managed to max out skill tree pretty quickly, though achieving that last shield upgrade really took time. I loved the straightforward art (the particle effects!) and mechanics here, but I'd be curious to see how the game would play differently if the upgrades were locked behind a progression mechanic that forced me to finish the boss before accessing more of the tree. I became OP pretty early on which made the rest of the levels a breeze. Lovely entry. Thanks for making and sharing it!
I didn't get to play before the jam was up, but I had a chance to do so this morning. I think you've got a great, simple game loop and I really liked your animations here. I noticed there wasn't much cover in the level, and I think adding more of that would really help make for a more varied game—in my runs I found that circling the red building kept me going the longest. Where would you take the game from here?
I did not get a chance to rate y'alls game before the rating period ended, and boy am I disappointed with myself for that. I loved the art and animations here and I'd have loved to see where you folks took this one had there been more time to flesh out a few more levels and further tune the mechanics. I think you've got a great move set for the player controller, but I didn't feel like I got to use much of it in the prototype level. Moving faster and faster was fun, but I suspect a smoother acceleration curve between the different movement speeds while on the ground would make it feel a little more natural. Thanks for making and sharing your game!
I liked the visuals and the gameplay loop here, but using LMB for the attack also had me thinking incorrectly that I'd also aim my attack—many bombs of mine were mistakenly thrown out of the way rather than at the enemies. I'd be curious to see how your game would play with mouse aim -or- if it didn't use the mouse at all. Solid execution all around otherwise though!
Cool little platformer—I made it all the way to end. I definitely recommend listing the controls you used for the player as I got stumped when I reached the part where I needed to roll through the boxes. Luckily I was able to find the right key after some strategic key mashing. One other thing to consider is the camera—it made the jumps (especially from your bounce pads) extra hard because I couldn't see the floor to properly line up the landing. Thanks for making and sharing your game!
Cool little platformer! I made it all the way to the boss a few times, but I couldn't finish them. Nevertheless, I never gave in to hatred or bitterness. Visual and/or audible feedback when either the player or an enemy was hit would really take it up a notch—I didn't think my attacks did any damage at first until I (much later) realized that it takes two attacks to clear an enemy. Thanks for making and sharing your game!
I love the movement and camera mechanics you went with—everything feels so smooth. Your animations are great, too, but I feel like the shader effects were a bit heavy handed here and obscured your visuals too much. Needing to switch between offense and defense (e.g. running up to hit the boss and then needing to come back down to take care of the baddies assaulting my well) was pretty fun, and I can several paths forward for extending your game loop into a rich game!
Cool visuals and gameplay here! That said, the difficulty is straight up brutal and after dying it seemed like I had to refresh the page to restart the game each time—did I miss something or maybe I ran into a soft lock? I think one thing that could help visually would be if all of the bullets kept to a similar color scheme that was different from other elements in the game. For example, it took me a few to realize that I could pick up the power ups left behind from destroying the earlier crafts as the power ups shared a similar color to the bullets I'd just dodged. Thanks for making and sharing your game—I'd be curious to play it again should you decide to tone down the difficulty or make it more accessible in other ways.


















