All known problems. Good job for sticking through lol
Tetragraviton
Creator of
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Thanks for the feedback. The reason I had you click the player was to get people to orient the cursor in the middle of the screen by default. Also I'm curious, could you expand on how exactly you were moving the mouse to prevent him from falling? Was it super quick in the middle or a steady wide rhythm etc?
Also the mixel comment intrigues me, what did I do differently in the mixel composition compared to a badly composed mixel game?
I love the art style, the music is great, the story. And I love metroidvanias, so believe me when i say the core gameplay loop is frustrating. It feels like having 3 terminals to go to just pads out the playtime if you have to return individually with the information each time all the way back to the start. If you keep the map design, at least let us pick up 3 codes at once. And have more doors unlock for shortcuts
Oooooo kay. I just beat it and made a potato. Lol. Very weird. The button puzzle was the best part, pretty good design there. Would like to see more puzzles like that. And harder hiding puzzles. I had to turn the audio down because it kept popping, and the low end is blown out, needs to be EQ'd. Also I saw the skybox in a gap in the rainbow room, I tried to get out but I couldn't.
Got 5575. I liked pretty much all of the aesthetics to the game. Has a clean UI. Controlling the cars was pretty fun, but it's not really made clear how to capture the other cars... It seems very finnicky. I found that if I run out in front of the other car and let them run into me, that lets me capture them more often.
I think maybe if you incorporated the boost into capturing the other cars that could work better.
It also seems like you can farm for a while and just sit and let cars spawn into you. Eventually you get a message that you're falling behind, but I guess you can just move forward and do it again? Doesn't feel like racing if you do that strat and it seems like the optimal strat since you get a lot of points and fuel that way.
I wish the mechanics were more focused around racing lol, there doesn't seem to be any positive feedback for going around the track as fast as you can, I think it would be fun to have a secondary objective to beat your own time... Like a ghost racer... wait a second... if you're a ghost what is the ghost of a ghost???
I unlocked the 2nd music track but I think I liked the starting music track more.
Pretty simple and good, I also liked the little bitcrushed audio stinger in the beginning. Keep up the good work.
I prevented the calamity yay. And the music be like Aoo aoo aoo, aoo. The bosses didn't feel any different between each other, but that probably is due to time constraints. Also here's a big problem: The card variance goes from 2 dmg to 50 dmg. When you have a damage difference that high it doesn't feel like you are manipulating the deck, it feels like you pull cards until you get the good one and win, which means there is little strategy. So for sure rebalance the cards
Ok I beat the game, and I have to say it needs a lot of work in the level design department, and the core movement mechanics. Flinging is cool on paper, but the execution here leaves much to be desired. I struggled with aiming anything properly which sucks since this is a game where if you make one mistake you are dead. One of the first tall cliffs is really annoying to get up on since it seems you can't get the angle right, and also you have to use both of your flings and you just barely make it at that... for one of the first jumps in the game! Also the part where you have to use the new item in an extremely precise way and then get to a random point on the map just so you don't die seems not thought out at all, I happened to get lucky by only having to do it twice, but I can imagine somebody rage quitting here. The boss just keeps the amount of HP it has after you die, which seems unintentional but was a big help there because it seemed like it would have been a big pain otherwise. Also sometimes it's just hard to see where to go. I know the blue light marks the doors but there's also blue light in other places, and it's not clear enough to begin with. The player is also strangely small scale compared to the level, and it seems like he should slide on the ground a bit if you aim into the ground , but you just lose all momentum so you have to scuttle across the ground.
I think there is potential to this idea but it needs a lot of work on the fundementals first before you add new content.
Well I got to the level where the target score is 550. It took probably 10 attempts to get there due to no fault of my own because they game generates impossible layouts where there are not enough chains of the color you get. And also there is no system where the balls collide after theres a gap or anything so that reduces the chance of the level being possible even more. But if you can fix that main issue it would be decent.
Well you stumped me. But I managed to duplicate the key in two different ways. One by dropping it while insterting it into the mirror, and the other by janking it with the 3 part slots. I read two notes. Just couldnt figure out the main puzzle. SPOILER I have an idea that it has to do with the other meaning of key but thats all I got
Made it to level 200. At a certain size, swinging the dagger up makes the dagger just not show up lol. Also the bats are a pretty big difficulty jump the first time they show up. The bosses stop spawning after a while too, maybe they can replace the small goblins for a more constant difficulty ramp?

Pretty good especially for a first jam game! I like that the walls look inspired by the brick breaker paddle. I think level 4 is absurdly slow. I get that it's supposed to be slow, but I think it's too slow to a point where if the ball misses it feels frustrating to have to wait to try again.
Difficulty wasn't too bad. Good job
Thanks so much! I am glad you enjoyed it!
The artist, Rinsdoll worked hard on the animations and all the sprites haha.
I'm wondering what was confusing about the clock? :O
Chances are you missed some equipment that could help out early game, some of it is well hidden! We were considering a run, but it didn't make it into the demo. I want to further explore the possibilities of running for sure, it would have to be limited though since outrunning enemies would be too powerful. And also we are planning map redesigns in certain areas, and some sort of fast travel when the world gets bigger. But stay tuned, as we are continuing to work on the game!











