Really fun game! The combination of the ghost mode and laser upgrades were a good match - I also loved the graphics and music, everything came together really well!
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!
The visuals and audio for this game were fantastic! The game felt very relaxed and calm, and the sunset effect when scoring in the hole was excellent. Although there were only 3 levels, I appreciated having them loop and displaying the prior best attempt. I managed to get a hole in one on courses one and two, but could only get my score down to 5 on hole 3.
Also, the difficulty progression between the three courses was perfect, with level 3 posing a substantial challenge without being frustrating.
I can't explain why this game is so addicting, but it is! The jump is very snappy and makes it easy to fall into a rhythm of rapidly climbing. The first couple of runs no time extension items spawned, and a couple of times it was impossible to avoid the weak platforms, but the gameplay still captures that "one more try" energy that makes a great arcade game.
I managed to land on each bonus point area in one run, and got 1250 points - was very satisfying! While the game was very strict on what it considered a "soft landing," I always felt like I could have been more careful and eventually got the hang of steering the sun. The music was very chill, the kind of track you could listen to for a couple of hours while studying.
My only disappointment was that, even when I intentionally crashed into earth at max speed, I still couldn't create a crater larger than 2 miles.
Dodging prying eyes was a lot of fun in this game, although I was caught off guard by a person hiding behind a building once or twice. I unfortunately wasn't able to complete the game after several attempts because it was difficult to escape once I was noticed. It would have also been nice to tell which trash cans I had already interacted with from a distance (maybe have them tip over after they are emptied?)
The visuals were really charming, and the SFX and music were both excellent. I would not have expected such a cute game to stress me out so much!
I enjoyed playing this game; I especially liked the way the music amped up as sunset got closer, accompanied by the stoats moving more erratically. My first attempt wasn't great, around 40 stoats, but when I discovered you could just hover around the bush and snatch them up as soon as they spawned I caught about twice as many, nearly 100. I can safely say I've never caught that many stoats IRL.
I love the aesthetic of this game and the unique take on an infinite runner; I don't think I've played one where the player gets to set their own speed, but is incentivized to go faster to reach gas tanks sooner. It was sometimes hard to tell gas tanks from the small rocks, but that is the only real issue I encountered while playing.
My high score was 9500 meters (including the distance gained after crashing!)
I liked the gameplay concept, and setting the game after sunset rather than during sunset set it apart from other games! It was difficult to avoid trash bags that spawn back to back, but since hitting one wouldn't end the run this wasn't an issue for me. The obstacles could have spawned more frequently, after running 200 miles I was still at full health; maybe the health drain could increase over time instead? Either way, I enjoyed this game a lot; congrats on finishing under 3 hours!
I like the way different mechanics interacted in this game - going from searching for a ghost to trying to reactively shine the flashlight on it. Although the sound effects weren't essential to play, I do like that they were paired with visual cues as well, and the sounds definitely made the ghost catching more engaging. The game was also just fun in general!
I like the way different mechanics interacted in this game - going from searching for a ghost to trying to reactively shine the flashlight on it. Although the sound effects weren't essential to play, I do like that they were paired with visual cues as well, and the sounds definitely made the ghost catching more engaging. The game was also just fun in general!
I like how this game came out, and like others have said making a 3d game in such a short time is very impressive! The audio cues aren't tied to any mechanics, but they still made hammering at the ingots very satisfying and fit the visual style of the game. I'd love to see where this game goes in future rounds!
I didn't get the mechanic in the first room (I just pushed the purple block around until the door opened), but I was hooked once I realized how the deafen mechanic worked! It is such a clever way of tying sound cues to a puzzle game, and the additional element of needing to use the blocks as platforms led to some great level design.
(Also, my final time was 2:50)
The mechanic receiving intel on a mission was a great use of the audio challenge! I also loved the visual presentation, and the variety of locations that Q goes to during the mission. The parachuting segment gave a bit of trouble the first two tries, so I think having Q fall a bit slower would make reacting to the mines easier. The dark section was especially good, since it emphasizes how much you rely on your handle to guide you through the level.
(I don't know why I was convinced our handler was going to lead us into a trap near the end - was I the only one thinking that?)