Thank you! I really wanted to get the aspect ratio working, but I’m still figuring out how the UI scaling works. And I’m all for stretching the theme to its limits!
c10ud_ten
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I liked this game, the loop of collecting treasure and upgrading the jetpack was addicting! It would be nice to know how much each coin / diamond is worth on the higher levels since I think the value increases. The auto click upgrades also got very expensive very fast so I could only buy a few. Would love to see the game developed further!
I dig this game - it took a while to understand the controls but once I did it was a pretty cool puzzle game! I'm convinced one of the doors is impossible to beat, and I ran into a second door where I think the texture that shows the pattern to open it was missing.
I agree with other commenters that at least a little instruction on which keys must be used for the "u l r d" inputs would be helpful, I was trying to use the arrow keys before realizing that wasn't the solution.
I thought this was an interesting game - the gravity switching was a cool mechanic, although the secondary mechanic of the mechanic helper was a little passive. It would have been nice to be able to directly activate the helper so you have more control on removing barriers. I think this would be a cool game to develop further!
This game concept really interested me; I didn't fully understand the mechanics, but I managed to kill one of the aliens! I didn't see any other ones spawn though.
The construction mechanic was also nice, although I didn't get to use it much - I just replaced one of the gates that were broken. This concept would be cool to see expanded on!
Also, I loved the animation at the start!
I love this concept - I only managed to beat a couple of levels, but the concept is very strong. My main issue was that the game plays very quickly right off the bat; if the earlier levels were slower and the later ones got faster, it would be easier to adjust to. I would like to see this idea developed further. Great job!
I really loved this game! The coding system was implemented very well, and interacting with / pushing level pieces complements the coding very well. I would love to see the game developed further!
I think it would be interesting to rank performance based on how few commands were used - I felt more accomplished using loops to efficiently code the robot, and a ranking system that incentivizes that would take this game to the next level. I played all the levels and enjoyed them all thoroughly!
I really like the size change system (as well as the block-based movement) - on its own its fun to mess around with! The charge switches were a cool expansion on the size system, although I was a bit confused at first on whether to grow or shrink to transfer the last charge.
The only other change I'd suggest is to allow the player to zoom in or out with the scroll wheel (or automatically pull the camera back when the cube grows).
I liked the concept of taking pictures of items to use them elsewhere, and it is definitely a mechanic I'd like to see expanded on! It currently operates more like a standard inventory where you take objects from one place to another. At the same time, having film rolls act as "single use" inventory slots is an interesting change that could make for cool puzzles!
As an aside, I also really like the smooth room transitions, added some extra polish to the experience.
My current high score is 8430 Joules! I loved the visual style in this game and chasing down each of the bright spots; I would have liked to be able to move faster, but I guess when you are a flower you take whatever movement you can get. I liked strategizing about which of the two available spots would be better based on the likely distance to the next sunspot. Also creative use of the sunset theme!
I really liked that you added a cutscene at the start of the game! The visuals and music were both nice as well. Having enemies spawn faster as night approached was a cool way to use the sunset theme, but even at the max spawn rate it was possible to kill all the enemies by just attacking as fast as possible; I think increasing the cooldown on the attack would make missing an attack more risky!
I was so stressed playing this game; even though the enemies spawn at the same rate over time, knowing just one reaching me meant game over raised the stakes! I did manage to survive until sunset, but accidentally clicked through the win screen (my winning strategy was to spray and pray).
The CRT visual effects and pixel art were both great, and I liked the parallax scrolling effect on the foreground and background elements!
I liked this simple game, and the poem that accompanied it was lovely. The visuals were excellent as well, really sold me on the calming vibe.
Of course, I decided to speedrun the game. My current best time is 5.92 seconds; until someone claims otherwise I hold the world record time for "The Sun is You"
I like the concept of the cylindrical endless runner, and the visual complements the sunset theme and mechanics very well. On most of my attempts my car got stuck in the obstacles or the ground, and I ended up losing. I think my progress carried over between runs though, because on one attempt it said I won after a couple of seconds.
I think you did a good job bringing the idea to life, especially under such a tight deadline!
I really liked the visuals and the audio, and the concept of racing against the sun was great, especially since you can see the sun setting in the background. I agree with the other commentors that the controls made it harder to complete the levels; personally I think implementing coyote time (allowing the player a few extra moments after leaving the ground to jump) would on its own alleviate a lot of my control problems.
I managed to beat level 1 with less than a second to spare, but could not get past the bridge on level 2. Both levels seemed cool though!
It was challenging to both avoid flying too high but not fall in the water either, all while avoiding the birds flying around! I also liked the way the sunset was integrated, making the "danger zone" at the top of the screen keep growing larger.
The art and visuals were excellent as well, I loved the chill track and how it swells the closer I got to finishing the level!
I enjoyed building a campfire in this game and progressing through the scenes. I reached the 4th one I think, at which point nothing changed after rapidly clicking for about a minute. I liked the calming music as well!
I would suggest building your game to be played in browser instead of requiring a download, I've found that more game jam participants try my games when they do not have to be downloaded!