it’s showing up in my dreams…
timconceivable
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weird concept, but alright. the art is nice and main gameplay is fun once you get to it. i played this for way too long despite the frustration. so that’s a good thing.
a few suggestions:
- 4 levels of “tutorial” before you get to the real gameplay is too much. cut out the first 3 levels and just start with level 4– it lets the player learn the controls and then introduces flying teeth before they finish it.
- the dialogue between each stage is WAY too much. PLEASE shorten it and/or make it skippable. players don’t need an explanation for each new level. i would only have them when something new is introduced into the gameplay, but still try to keep it as short and snappy as possible. 5-10 seconds max. ideally, you’d probably want some visuals to go along with the dialogue, but i can understand it’s too early in dev for that. i think that would really help though. even just some still images like comic panels. that would fit the hand-drawn style as well and if you wanted you could add some animation.
- bro. the last flying tooth on each level just constantly spawns stuff. how are you supposed to scrub it?? i got to the level with the big boogery jellyfish and tadpole things and gave up after dying with one tooth left too many times. not fun.
- maybe shooting teeth with toothpaste should keep them from spawning enemies for a couple seconds? or that could be a toothpaste upgrade you can get maybe. i did notice that toothpaste slows down the teeth, and that’s a nice touch.
- i didn’t finish the game so i’m not sure if you have anything later in the game, but it would be nice to be able to do something more to control the number of enemies you have to deal with. maybe also add something that allows the player to actually destroy enemies?
yeah, those explosions are fantastic! good point on the movement. i considered whether we needs some kind of thrusters or something on the couch, but then forgot to ask Mel (artist) to make some lol. maybe some kind of trail or particle effect could work too. something to think about. thanks for the feedback and for playing!
ha! i just realized there are 2 weapons after playing through a couple times. i guess i could have read the controls listed on the page. one laser is frustratingly weak and the other one fires frustratingly slow. i think it would be more fun if those felt more effective, but i guess that’s what buying upgrades is for. the time limit felt kind of arbitrary and unnecessary. i would probably play this for a while if there wasn’t a time limit and i could just mine as much as i wanted. you got some nice looking art in there as well. this is probably the nicest “pile of shit” i’ve ever seen lol.
great music and sprites! definitely nailed that Game Boy vibe. i really love this concept! you brought in the space theme in more than one way. seems like a fully flesh-out game. well done!
it took me a minute to get used to the tank-like controls and using the tractor beam, but everything controlled nicely once i figured it out. i think i would have enjoyed playing more, but i kept bumping into trash and it would just start flying away faster than i could catch it lol.
also it felt like a lot of work to get one piece of trash at a time and then bring it back to the compactor. i’m not sure if you are able to get more than one at a time, but it makes me wonder if being able to collect many pieces in one go would be more fun. maybe there would be a limited cargo space, but enough to get a few dozen pieces. then you could play a short round of tetris when you get back to the compactor.
i gave PK feedback on the game before the jam ended. hopefully that was passed on, but wanted to replay the game and rate it. one minor point i think i didn’t mention before was that some of the walls (bricks) and moving platforms don’t have outlines like most of the other solid or semi-solids in the game, so there are a few places where they look like background elements but you collide with them. also the coin pickup sound effect seems much louder than everything else in the game.
overall, cute sprites (especially the girl) and great soundtrack! i really enjoyed jumping around and grappling things, and the level design is well done. great job!
cute sprites and really neat concept! the hook mechanic was fun to play with and the level was designed well around it. nice simple tutorial to help the player learn. i thought killing enemies was a bit confusing though. “hook enemies & then roll” didn’t seem to work. that usually led to death lol. i eventually realized that they had to be slammed into things after being hooked to kill them. at least i think that’s what killed them. hitboxes for trees and stuff was also a little confusing because it’s hard to tell when you can or can’t walk behind something. pretty minor points though, i really enjoyed playing this! nice job.
yes. i’m guessing HTX does not have that. i do, but that’s also broken and the music doesn’t work correctly. everything else seems to work okay, so at least it’s playable. it seems like most people are playing the HTML version instead of the PC build unfortunately so i hope they are checking out the soundtrack on youtube and rating based on that because our musician made some great songs.
i think i figured out what’s happening with the horizonal movement while in the air. if you press K, you continue to move horizontally in whatever direction you are facing (without pressing any keys). i think this is also happening when you flip gravity. it’s just that when you hit the floor or ceiling, it stops the horizontal movement. might want to look into that.
nice short game! i think you guys really nailed the Game Boy vibe with the audio and visuals. the graphics are nice, and i really like the soundtrack! level design was great too! i was a little sad there wasn’t more. i was impressed that you got a nice working dialogue system as well. that’s something i didn’t have time for in my game.
the controls took quite a bit of getting used to (and many deaths). there’s a bit of jank: the player character gets stuck on the edge of platforms, but flipping gravity will free them up. the horizontal movement when in the air seems really fast which makes it really hard to control while you’re falling, and you get some weird momentum from that. the jump is just slightly too floaty for my tastes also, but works okay for the level design. besides those things, the gameplay was pretty cool. very similar to VVVVVV, it’s quite fun to flip gravity back and forth and fly through a room!
i gotta say, i’m lazy and if i didn’t know you, i wouldn’t have gone through the trouble to download OpenAL and edit the shortcut to upscale the game just to play it! great jam entry though, and if you can work on the controls a bit, add more levels, and make the game easier to get into i think it’d make an awesome full release.