it is brave of you to assume I found any of these runes to paint haha
Team SunForge
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Always nice to see a 3d metroid inspired game! Not sure what it had to do with the theme, but other than that I had a great time with it. The environments could use a little bit of lighting because the walls, floors and ceilings have a tendency to turn into mush sometimes, disguising any exits from the room.
Is it intended to be able to jump outside the map in the starting room? I jumped all the way up, then let myself fall into the room with the green secret behind the red wall, and couldn't get back out hahaha
This is the best implementation I've seen of the theme so far in this jam, great job! The puzzles are mostly well designed (the timed no-second-chance gates were a biiit of a dick move haha but the mid-level checkpoint helps a ton there). I have some quibbles with the controls, they are incredibly floaty and I think they could use some increased precision. Either way though, lovely game with fantastic visuals!
I am not a fan of rage games, but I gave this a couple hones tries. Got halfway up the pink block section. the controls are not very precise for a game that requires precise platforming and punishes any mistake with starting from the bottom, especially with hos slidey the cat is. Maybe that's how rage game are supposed to be, i don't know, but didn't feel great to play.
Very nice art style, I liked the look of the game. I am not sure how attacking works; there doesn't appear to be any damage indicator for the monsters (or I was doing it wrong). It would also be useful to have some sort of visual/sound cue for picking up items.
I also think I found a bug. Upon getting killed/running out of time and getting booted back to the main menu, my mouse cursor was gone and I could do nothing but alt+f4 out of it.
Not bad for the first jam project of a teenager! There is a lot to polish, but you should feel proud for managing to submit a finished and playable build.
Some things I would suggest you refine:
- the intro text is rather poorly written; I don't know if you are ESL but I got that vibe from the writing style. If you plan on adding more text in the future, I would pay attention to this.
- The controls were pretty floaty and could use tightening up.
- The pit of death is not indicated in any way to be different from other safe areas you can fall down into. There should be some kind of indicator to inform the player that falling down this way is bad.
- I don't understand what the point of the downwards slam is, considering any contact with the round guys is an instant kill
Either way though, solid start and good luck!
Thank you for your comment, and 'm glad you had an overall positive time with it! There is a mechanic o move through space when there are no meteors around, pressing space when you are at complete standstill launches you slowly into your looking direction, but we kinda deliberately kept that as a hidden mechanic; maybe we shouldn't have, haha.
We had one mechanic planned early on to do a frog croak and summon a comet that you could then latch yourself onto, but we didn't have the time to implement that unfortunately.
The tongue getting tangled up would be a fun mechanic, definitely too complex for the scope of a jam game though unfortunately.
Thank you again for your comment and insights, we appreciate the feedback!
Nice to see another GameMaker user! Really nice music going on while getting pelted by random planets spawning in from off screen lmao. Especially annoying when the second suns get introduced and as soon as I start orbiting the first sun, a planet spawns right on top of me. I feel like less randomness and some more strict rules on the obstacles' movements would have helped here. Either way, got to the end to an empty screen on chapter -1/8!
Got some solid bones here! The game (or its page) really needs a description for the controls somewhere readily available, it took me a failed run to realize I could zoom out and pan the camera. Another thing I would do is give the buildings descriptions; dropping into the game with no knowledge of what's happening and an impending wave of enemies was not very conducive to survivability. Also does gas do anything? Another aspect I think could use polish is the part where you can't build too far away from your base; there aren't any generic buildings to fill space with to extend easily, so I was alternating between rock and crystal miners, even though they really didn't serve a purpose
Good time! Thank you so much, and we're glad you liked it <3
Procedural animation is definitely an intimidating topic, and there's kind of not a lot of good/accessible learning material out there on it to boot. So I went into it pretty much blind and with my own ideas of how it should work, lol.
Basically, you determine a point on your skeleton that is the core, that every other point/joint moves around. Mine was the frog's butt/pelvis. Then I had the neck, shoulder and hip joints move around it in accordance to where the frog was turning.
Then for the legs and arms, I worked backwards from the tips; Had some rules in place for where their rest position should be and how far away from the hip/shoulder joints they're allowed to be. Then when I moved the main body, they kinda trailed behind (but never further than the max allowed distance) and continuously tried to catch up with their rest positions.
The elbows and knees I then calculated to always be a set distance away from both leg/hand and hip/shoulder at all times, and only in clockwise/counterclockwise direction from the body joint depending on the side of the body it's on.
I don't know if I'm doing a great job describing my process, but I hope it's at least somewhat helpful! Basically, procedural animation, like all other procedural things, is about the rules and limits you impose onto a loose system, and that's the core principle I worked out from.
Thanks for the feedback! I wonder what i could've done to help the planet to space transition. Maybe make it slower? Or maybe not have one at all? And I agree with the RNG speedrun haha, we just didn't have time for a more structured level design solution. Glad you still feel positive about it by the end!
This was a lovely puzzler! Got all the way to the end. Just enough complexity to not feel undercooked. Having to go out of a finished piece using a barely visible button and then clicking the phone to progress was a little bit annoying, but that's really the only nitpick on an otherwise fantastic entry!
Just tried this, lovely art! Sound design is almost perfect, I feel like there should have been some kind of feedback for meatballs hitting the earth with shields on. I would also suggest that the speed upgrade shortens the eating pause by a small margin; at the end that was really the only thing actually making lasting longer impossible. Either way though, good stuff!
Gave it a try, I know you said in the description there isn't an end state for the game, not sure how far in it IS possible to get though haha. I got about 4 screens in. It's quite fast paced and the perfect scores seem to be a requirement to survive rather than a nice bonus for skillful play. I'd make it a bit more permissive personally.
You've got some competent platforming mechanics going here and some decent level design, but I wasn't able to finish it due to a couple issues: the game asks you to do a number of blind jumps, most of which require split-second reaction AND foreknowledge of the layout. This wouldn't be that bad but without checkpoints and having to restart from scratch after every single spike hit, it makes the game kind of rough to run through. I would zoom the camera out, or give the character the ability to look ahead/up/down in a direction they need to jump into tat is currently off screen and is hiding spikes just below. I would also add controls somewhere; not necessarily in the game, even the itch page is fine, but those are good to know. Discounting all that though, solid bases!













