This was a decent one! I liked the art style and the gameplay is simple enough. I think maybe some of the things you were looking for were maybe a tad too subtle and I tended to get screwed over by some of them appearing right as the horse was going off-screen. Was still a pretty fun one to play!
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This game is pretty fun! The movement is great and we love a fellow spider game dev in this jam! I loved the sheer amount of speed you could gain by bunny-hopping through the levels. However, it's not perfect. I've found that the webs can be a bit finnicky on some surfaces and and switches were also a bit unreliable. Another issue I had were the enemies. In a game where the best aspect is the speed and movement, it can kind of take the wind out of your sails when an enemy rolls around and requires you to slow down or stop in place, and they didn't all synergize that well. For example, I had more than one instance where the camera enemy showed up at the same time as the crusher and the drill. Either I kill all my momentum and stand still and die, or I move out of the way and still die because I wasn't in the picture. This on top of the lengthy levels that were mostly the same jumps on repeat started to get really frustrating and effected my overall enjoyment of the game. That being said, the parts of the game that do work work very well and whoever designed this game's movement deserves a real pat on the back!
Hey there! Thanks for playing. I totally agree that the difficulty curve is pretty steep, but I only worked on the art, so I didn't have much to do with that part. The story, however, I wish I had more time to implement. I had already started work on a sort of comic-style opening for how the game would have kicked off, but wasn't able to make it all in time, along with some other story elements after the idea of any sort of win conditions was scrapped. Thanks a bunch for playing and enjoying the game for what was available though!
This was a super fun and addicting game! I loved the visual style of it and the only reason I stopped is that I forced myself for time's sake. It's a little sluggish at first, but of course, that's by design. However, there were a few different instances of the wheel being inconsistent. Sometimes, it'd slow to a stop, and other times, it would immediately stop on 0. Maybe this was a gag put in by one of the developers, but I don't know for certain.
I like the concept! The art style reminds me of the Samorost games, which is pretty cool. The puzzles can be a little frustrating though, especially, in the area around the 2nd checkpoint, where I would've gotten completely softlocked if it wasn't for the reset button. It's still good for what it is though!
The game is pretty straightforward overall, though the camera did sort of work against me at times. It also took me a little longer than I probably should have to get where I needed to go due to there being no indicators. Finally, the pirate boss was fun enough, however I did encounter an issue where he was partially stuck through the wall and couldn't attack me. All-in-all, the game is still playable and indeed, very serious
Hi Pandako! You've one a great job with this extension! It has so much potential! I have just one concern though. While messing around with the extension to make a small FPS, I noticed that whenever I fire bullets, The bullets appear behind everything else on the screen. I've checked the Z-order and all my code seems to be just like all the others that have made similar things with the extension, and yet I somehow still haven't managed to find a fix for my problem. Do you know what I could possibly be missing?
As a thanks for reading this log, here's an early image of the main character of The Toasted Odyssey. It was a relatively early sketch (The first image I made of him actually) so the final sprite might look a bit different. Once again, thanks for finding the time to read this log and I'll see you next log!


