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.
tbleazy
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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!
The graphics and NES feel on spot on here! I gave up after several attempts on the first boss battle in the forest though—the boss is too tanky and the hit boxes aren't forgiving enough given the controls here. I'd be curious to see how your game would play differently if the controls and battle mechanics felt a little more responsive, as I think you've got some cool concepts here. Thanks for making and sharing your game!
Really cool to see this style of adventure game in the jam! I loved the art! Some really cool concepts in here, but I found the different actions switching between A and B based on the context to be a little confusing—I'd often hit the wrong button impulsively by mistake and would need to wait for the message to be displayed before I could try again. I'd be curious to explore other potential control schemes with the style of game you went with here.
I loved the audios and art here, but I found myself wanting the player controller to be more responsive. The attacks were slow enough that most of the time I could move out of the way, but the pacing gave me little sense of urgency—a feeling that I'd normally associate with boss rush situations. Really cool concept though! Some of the cursed relics were really creative.
It took a few tries, but I finally got to the top! The art and animations are simple, but really effective here. I did keep finding myself get bonked when jumping up and then being accidentally knocked into enemies, and I do think your hitboxes could have been a little more forgiving here. I was also really hoping that big bird would be at the top (I saw some of y'alls earlier posts on the discord which got me hyped!) but I enjoyed my run regardless. Thanks for making and sharing your game!
Epic experience culminating in an epic boss fight and ending. 5/5 across the board for me. I died after beating the boss the first time, which sent me back to the beginning of the last area (I got them on the next try), but it was unexpected after thinking I'd killed off the boss with so little health left. It might be worth looking into if you make any updates to the game post-jam.
Pretty challenging little arena game. I liked the randomized gameplay concepts you came up with for the floors as the player progresses. I thought the art was okay, but not locking the game into a fixed 256x240 resolution and having different sizes of pixels/pixel grid ("mixels") is what really killed the "NES feel" for me when playing your game. Thanks for making and sharing it.
Nice platforming idea, but I found the player controller to need improvement. In order to get the highest jump/clear most of the obstacles, I needed to stand completely still, jump, and then apply horizontal movement to use my air speed to nudge into place. A taller default jump or less distance between blocks could have made a big difference here. The camera also made it difficult to see many of the obstacles and obstructed play (especially in the later parts of the level where things get dark) and it led to me restarting my run probably 20 or so times before giving up. I'd definitely wanna see checkpoints get added to the game, as replaying the beginning sections over and over again went from tiring to frustrating due to the jump mechanics. Thanks for making and sharing your game!
The audio and battles are on point! I thought the art was great, too, and I loved how y'all approached building the crawling experience differently from how our team did. I gave it about three runs, but I kept getting knocked out shortly after picking up my radio. 100% a skill issue on my part. This was really fun, and I loved seeing another dungeon crawler with a different, more traditional battle system baked into it. Glad y'all got this one into the jam!
Clever concept! My run ended when I accidentally fell off the screen on the second level and into the infinite abyss, but I think with a bit more tweaking these controls could be _really_ fun. Make sure to get those colliders in place on the edges or respawn the player if they fall or move out of bounds otherwise. Thanks for making and sharing your game!
So much fun! I can't admit to being very good at these kinds of run and gun platformers, but the art and audio kept me going for multiple runs. I loved the creativity and the two boss fights I made it to were pretty epic, and I thought the horizontal background scrolling used to simulate the parallax worked really well. Unfortunately, my run ended on a softlock when transitioning from level 1 to level 2 (hit me up in Discord if you want a screenshot/logs or anything). I'll likely come back later to try and finish this one out after I've rated a few more games.
I liked the concept and art here. Like ecaroh, I really struggled here due to timing—I just don't have a fast enough reaction speed to deal with the incoming inputs coming from the top of the screen. More distance would really help make this one feel more doable for folks like myself. Thanks for making and sharing your game!
I think you've got an interesting idea in here! The connection to the theme felt weak compared to some of the other entries (more themed art would help!), but I could easily imagine myself blobbing around the arena as a big ol' "slime" after consuming many of the smaller "slimes". Thanks for making and sharing your game.
I defeated the grand slime! The art is great and I think you've got a really solid gameplay loop here.
At first I found the game economy to be a little overwhelming given the number of resource types, but after I settled in a bit I found it OK! I'd still be curious to see how the game would play differently if you reduced the number of different kinds of resources or otherwise looked for other ways to simplify the economy aspect of the game.
Having each room either be a resource room or a hostile room was an interesting choice. I'd be curious if you considered mixing the types? I bet there could be some interesting gameplay from doing so--for example, having high value resources guarded by more difficult enemies in some rooms or maybe even having lighter enemy types spawn in or chase in low value resource rooms to keep the player on their toes.
Great game with lots of potential—thanks for making and sharing it here!
You've got some really interesting graphics and audio concepts here! The web build didn't work for me (it appeared to softlock after loading the particles), but the PC build worked flawlessly. Like with some of your other jam games, I'd probably tone down the effects after you've got a loop added to this as they make it more difficult to see what's going on in the game area and they obfuscate your amazing art and animation work here. Thanks for sharing and for hosting!
Nice entry! I think you've got some cool ideas in here, but there was too much intro upfront (some of which I missed because of UI layout issues) and not enough action for me when I got into the game itself. There were definitely other bugs and things as others have pointed out, but rather than reiterate those I'd encourage you to keep going and think about how you can be more focused for your next game. If you have fewer components or systems in your jams, you'll have less bugs for sure and you'll get a chance to dig in deep to learn how to polish those and make for an overall better experience. Over time, learning how to master fewer things at a time means you'll have built up skills to master bigger and more comprehensive projects with lots of systems. Really great job for your first game—thanks for making and sharing it!
Fun loop and mechanics here, though I found the controls a little fiddly—I found it hard to precisely plant my seeds, though maybe that's the point. More visual and audible feedback for events in the game would be good, too, as it took me a bit to realize I was getting paid out from my mature plants. Thanks for making and sharing your game!
I really liked the puzzle aspect of your game—specifically, having the different slimes give you a unique ability needed for dispatching the next slime. However, I'd be curious to see how your game would play differently if the platforming controls were a little more dialed in. I thought the wall jumping was difficult and the overall jump felt maybe a little more floaty when compared to other platformers in the space. There were also a number of times where I thought I'd make a jump, but I'd fall down instead because my timing wasn't perfect enough. Giving the player more coyote time (or implementing it if you haven't yet) would really help here!
Very chill vibes. The audio and animation are simple and work really great here! I think the puzzle concept is great, and I especially liked it when suddenly spear bro rolls in to mix up that loop. As others have flagged, the difficulty level ramp is steep but I did make it to level 5. I'd have loved for their to be a fast reset button/mechanic as I'd sometimes make a move, realize my fate, and then would have to wait out a few cycles before I could try again. Thanks for making and sharing your game!
Loved it! The story was great, the artwork was beautiful, and it's a fun romp through 4, well-designed levels. I found the battle axe to be really OP! It's so different playing a platformer of yours that _isn't_ a Metroidvania. I kept expecting a twist where I'd need one of the weapons or some other find to progress. I liked the difficulty progression, though I struggled and ultimately couldn't best the final boss. Thanks for sharing your game, Kuro!
This was super fun. The opening cutscene was great and so was your level design. I thought the audio was good, too, but overall the audio levels felt a little too loud for me. The spike obstacles were readable and easy to spot, but the collision areas felt large and led to some scenarios where I thought I was gonna have a close call aaaand... oops, I lost! Thanks for making and sharing—this is another one of my early favorites from the jam so far!
I think the visuals here are really nice—I really liked the model you made from the pixel art and the sound effects were a perfect match for it! I couldn't progress past the room with the pairs of enemies in wait around the corners, but I think with some tweaking to the enemy and combat mechanics I could easily see this expanding out into a much fuller and richer dungeon crawling experience.
As it stands, the balance feels off when it comes to enemy speed vs player health. Progression required me to memorize the room layouts to know where I could go to line up my shot while minimizing aggro'ing the enemies, and then make that shot perfectly so I could line it up and do it again. Thanks for making and sharing your game!
This was a blast to play! I'm pretty sure I was about to win when the game soft locked on me. I'll send over the screenshots on Discord. I loved the visuals and the animations the most (those cutscenes!), I enjoyed the audio you picked out, and I found it easy to get into a flow state smashing slimes left and right up until the boss battle. I think with more level variety and some platforming tuning you could take this concept a lot further.
Some other, more tehcnical notes from my run:
- I forget which level, but one of the platforms in mid-game allowed slimes to get underneath them but my PC was too tall to fit underneath with them. This felt like it might be been unintentional, but if it was meant to be intentional I think you could visually differentiate areas that only slimes should be able to enter that the PC can't. Alternatively, making these one-way colliders would be another good option and allow for more movement choices during gameplay
- I saw errors in the console about changing physics state properties during physics update—these are intended to be set using set_deferred instead of direct assignment during the physics update them to be properly set for the next frame in Godot. In some cases the updates won't stick and cause weird collision behavior.
- I noticed some texture bleed on the animated slime sprites where a sliver of the next frame can bleed into the top of the current frame due to how texture clamping works. Easiest fix that I've found for this in my games is to ensure that all sprite sheets have a minimum of 2px spacing in-between each frame.
Thanks for making and sharing your game—this is one of my early favorites from the jam so far!
Really clever mechanic for expanding the game world and ramping the difficulty! I love the concept. That said, the platforming is really challenging here, and it felt like the difficulty went through the roof the minute I got to the second level. Getting hit by one of the slimes left me frustrated and wondering how I'd even get back to some of the earlier areas to get my lost collectable. The visuals and audio were really great here, but I feel like the level design (which has so much potential to be amazing given the mechanic) needs more tweaking before the concept and gameplay can really shine together. Thanks for making and sharing your game—I had fun playing it and thinking critically about your concept here!





















