This was really fun to play through. I missed picking up the traps on my first run which made the final boss arena maybe a bit more challenging than it should have been. Given that I don't believe there is any way to backtrack, I'd be curious if you could block the player's progression somehow or otherwise foreshadow that I was about to miss something really important? The other thing I'd be curious to see here would be a little bit more light in places or some other in-game mechanism to compensate (a flashlight, lantern, etc). The visuals look great, but I found myself getting lost in the dark way too often because the light dropped completely to black. I suspect that even just the smallest bit of global illumination could go a long way here without compromising on the horror vibes the game gives. Nice work!
tbleazy
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Cool idea, and I love seeing a game with hex tiles out here in the jam! Unfortunately, the battles felt slow and unbalanced to me in the game's current state, and I seemed to "miss" my attacks a few times in cases where one of my player character's turns came around and I was trying to attack an enemy that was in-between tiles/moving.
I liked the concept, and I could see this being really fun with some balancing and usability tweaks. At first it took me a while to realize that I was able to control a second character in the second level. That was pretty sweet, but I'd be curious if you could have hinted at it in game. Maybe via the main PC announcing them via dialogue or a HUD element to let me know which characters were currently in my party?
I liked your concept of bringing together several different, rabbit-themed minigames here! The theme asset worked great in the auto scrolling levels. I'd be curious how your game would have turned out if y'all had focused on just one mini game for the jam before expanding out to the others. The auto scrolling mini game felt the most polished, and I think you could have easily developed more gameplay beyond a second level for it.
I definitely recommend working through your web export issues here, too, as not many folks seem to be willing to download/install binaries on their PC. I'm normally one of those, but I wanted to check out the game.
This ended up being really fun after figuring out that you needed to keep your trap in motion and snap while moving to avoid the hits. I'd be curious if you could telegraph or tutorialize that this better in-game? If I hadn't came back to re-read your project page on itch, I might not have even thought to keep my trap in motion. Nice entry!
I was finally able to play this one after booting up my PC! Honestly, this might be my favorite of yours recently in terms of visual effects—the shaders affects aren't overwhelming and they bring a nuanced look that really adds to the game. I think you've got a loop here... but where to take it from here?
36/40 items found in 1:08:39! The animations and player controls felt great, and I found myself navigating this labyrinth of bear traps with ease. Apart from a handful of minor bugs (the shift key stopped working at some point until I left/returned to the browser tab with the game in it, and I ran out of red rockets in the red rocket room without any way to get more which required me to restart from my last save), the only other thing that stood out as confusing or possibly negative was that enemies were able to drop the hertz bombs and red rockets before I'd even acquired those upgrades. This was more visible with the hertz bombs than it was with the red rockets, and it led to some confusion about whether I'd gotten that upgrade or not (even though I hadn't yet). Stellar experience and super fun. 5/5.
Great little game with approachable and satisfying puzzles! This was fun! One thing I noticed while playing was that the trap bullets would still move on key press, even if I was trying to move into a wall instead of a free space. Maybe a bug? I'd be curious to see what other elements you'd bring in here if you were to expand the game. Thanks for making and submitting a game to the jam!
I want to love this, but this specific combination of player controller, level design, and instant death when brushing up against any traps made this one more frustrating than challenging and enjoyable. I eventually nailed the exacting jump movement needed to pass the first level, but I finally gave up on the third level.
I think you've got some really cool traps and a really amazing concept here—and I liked the art and audio pairing here, too—but I think the difficulty really killed it for me.
Thanks for making and submitting your game to the jam!
Pretty incredible NES feel here. I'd loved to have seen y'all scope this one down to be a little more of a complete experience for the jam, as it otherwise felt a bit empty. But the battles did feel great and I think it's amazing that y'all made a playable ROM here. Thanks for making and sharing your game!
This has so much potential! Great NES feels, good visuals, and great audio too! I'd be curious to see how it'd play differently if the foreground/background tiles had a little more contrast between them as it did make it a bit difficult to navigate the levels, but ultimately it was the collision issues that ended up killing my runs the most. Thanks for making and sharing your game.
Seriously brilliant. It misses out on NES feel, but then it more than makes up for it by how it plays so wonderfully with a surprisingly rich loop and great audios/visuals to match. I could see this being a very successful game if you expanded on these concepts. Thanks for making and sharing your game!
I loved working my way through this one up until it crashed/gray screen of doom on the web build. The visuals are incredible here. Loved the town and all of the different sprites y'all came up with for the enemies. And they're all animated too! The writing is a bit on the long side, but it's fun as long as you're paying attention. The battle dynamics are really good after you start to get into a groove with the different characters and their potential abilities, but there is so much text on screen that it felt a bit overwhelming. I'd loved to have seen some kind of visual representation for the battle timers for each character instead of having the rolling counters here, and maybe some other visuals for representing the other traits to break up all of the text. Thanks for making and sharing this one. If I didn't have others to rate, I'd likely be restarting my run and trying to dodge that gray screen of doom.
This was pretty fun! I can't say I was the best driver (and definitely not the most economic), but figuring out the movements and enjoying the visuals along the way was a real treat. Playing on a gamepad was pretty brutal though, given that the vacuum was bound by default to my "select" button, so I ended up needing to play with the keyboard to really have any success here (I later saw you had options to rebind buttons, but it was a bit late at that point).
I appreciated the animations and enemy designs here—you had so many! There's a lot of systems here and I felt like I could barely scratch the surface in my runs. One thing to note was that I seemed to accumulate negative HP on respawning which led to me needing to fully restart the game for a fair run—otherwise I'd just get one hit on my way up towards the top.
This was great to finally play after seeing this in dev on the Discord. I reached the end and had fun climbing my up to the top, but noticed a few issues with collisions. There were a few 1x1 spaces that seemed to be tricky to enter (on the ice level as others noted) and I was surprised when I got hit by an enemy in a few cases where I expected it to be a close call. Also, I struggled to scale the viewport to make the game visible on a high DPI display—I had no idea there was a bar for measuring how much flashlight I'd used until I saw someone else comment on it. The art was great, and I thought the level design was pretty good, too. Thanks for making and sharing your game!
Art and concept are great as usual here! It took me a while to figure out how to level up my character, but once I'd done so a few times it was smooth sailing through the dungeons. I snagged the first three stars pretty quickly and I'll keep plugging away for the rest. The only thing I'd consider changing so far based on my play through would be to either have the player respawn in the last place they rested/leveled up or make backtracking through the dungeons a little easier—maybe give the player a very fast shortcut after completing the boss/finding the exit? Thanks for making and sharing your game!
I wanted to love this based on the art style, animations and audio alone, but I struggled with precision movement using the basic player controller (I think this might have been due to how the air control was handled, but I'm not sure) and found the trick moves hard to successfully pull off—the levels required more precision with these moves than I was able to give them. I'll acknowledge that this is 100% a skill issue, but I'd also love to come and try this again if you were to bring a little more accessibility to the player controller and moves. Thanks for making and sharing!
Great little platformer, though I don't think I got to change into werewolf form outside of the intro level? The audio and gameplay were both solid (great NES vibes!), though I also ran into the bug where the boss kept throwing axes and bats kept spawning into the title screen after I finished. Thanks for making and sharing your game!
This was great! Lovely art, writing, and gameplay here. The move set and the different environments you were able to build out within the forest area were great. The game did crash my browser tab at one point mid-game which led to me restart my run, and I noticed that the cutscenes are unskippable—it's definitely worth bringing that in as you expand the full game. I also noticed that my player felt like I'd keep floating when I'd bonk a ceiling. Maybe this was intentional, but in other, similar games I've typically seen my velocity for the jump get canceled out so I'd start falling back right away. Thanks for making and sharing your game—I want to see where you take this!
Really great NES feels for your game! The art is super cute (it's so good), and I think the curse mechanic you designed really works well with the gameplay. I'd be curious how your game would play differently with a few tweaks. First, the hitboxes on the enemies and traps feel like they're too big—I only needed to stand next to the spike tile to get hit and the flame enemies kept getting me even though I felt like I was clear or it should have been a close call. Second, I'd have put more contrast between your foreground and background tiles or maybe swapped the palettes—the bats became hard to read/disappeared into the grey background tiles whenever they'd fly into those regions of the level. Thanks for making and sharing your game—I had a lot of fun playing!
Awesome video and visuals here. I'd be curious to see how your game would play differently if the hitboxes were matched more closely to the attack animation frames. While playing, I noticed that the hitboxes triggered immediately when the animation started playing, which made my hits land before my blade was even out. Thanks for flagging the transition issue, too! It's unfortunate when bugs like that land, but it's great when the devs provide the workaround upfront to avoid it!
Interesting twist! It took me a few to realize that I needed to run into the enemies to survive, but it works. I'd be curious to see how your game would play differently with some of the speeds tweaked—both for the player character as well as for the enemies—as everything felt a little fast to me. Thanks for making and sharing your game!
I loved the tileset y'all came up with and the animations, too! Some of the puzzle mechanics were really cool, but I think I broke the puzzle/game in the second area? I accidentally left the area and got back into the first area and then found I couldn't progress back to where I was at previously which ended my run. I might give it another try after playing a few more to see if I can make it to the end. Thanks for making and sharing your game!
Thanks for the kind words! Once the dungeon crawling and battle system loops were in and working together it was pretty easy to iterate and add new content with the systems we'd put in place. That said, those weren't in place until maybe two or three days before we had to submit so it was a mad rush to get in as much as possible and then balance it. We definitely got some things right, but we also had a lot of bugs and a few things that maybe didn't work out.
This was an amazing ride! I loved the art the and the execution here was so good. I hadn't heard of 3D World Runner before, and it was really cool to check it out after you'd mentioned below. I wasn't able to finish, but I'm planning to come back after playing a few more to see if I can make it to the end. Thanks for making and sharing your game!
I really loved the concept here, but I kept struggling with my climb; I couldn't get into a groove as the collision seemed inconsistent and I'd clear the platforms in some cases but then in others I'd seem to bounce off the corners. I'd be curious how it'd play with a little less knock back, too, as that was quite unforgiving. Thanks for making and sharing your game!
Incredible audio, graphics, and strong NES vibes throughout! It did take me a few seconds to realize that I was moving in the beginning of the game (there weren't any planets visible on my first run), so maybe consider changing the sprite to show when the ship is accelerating or ensure at least one of the planets spawns in a visible location, as it looked like I was just spinning in the dark for a little while at first. I'd be curious how your game would play differently if I could level up my speed in addition to the other stats—more often than not, my health just kept getting whittled down due to just not being able to get out of the way in time when trying to sneak in an attack or not having enough speed to outrun an incoming enemy.
Great exploration of a fun platforming mechanic. The art, audio, and gameplay were all great, but I most enjoyed the variety of platforming challenges you were able to fit into the game outside of the basic, level-based platforming formula (e.g. crossing the street, finding the cat, hidden stage, etc). Thanks sharing your game and hosting!





















