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tpAtAll

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A member registered Jul 12, 2020 · View creator page →

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Thanks for the feedback and suggestions! I agree that the current iteration doesn't live it up to the tower defense offense strategy feel yet, but I feel like there's a good foundation for something fun.

We'll be sure to work towards that in the coming time 🙂

Thanks for the kind words and seeing through its flaws. With some changes I believe it could be a pretty fun game.

And although we have since fixed it, unfortunately we couldn't locate the exception before the deadline :(

Glad you could enjoy it :)

We're sure to add more strategy and less spam (even though spamming units is kinda fun) 🌝

Totally agree, our artists did a phenomenal job!

Thanks for the feedback, we'll be sure to include those changes in a post-jam update.

Managed to beat him because telekinesis allowed to me to hurt him from range, otherwise I probably would have need to brew 8 strength and health potions. 

The concept is great, though its kinda odd to put a tutorial with movement controls first, only to then first put entirely different gameplay (in brewing potions). The game showed a lot of versatility with ideas and was quite fun!

I agree with what another commenter said on the camera movement making it hard to plan (and place) a path for the princess to follow. Maybe zooming out and locking the camera would make it clearer. She should maybe also be a bit slower so you have more time to make paths. Concepts fits the theme though!

Pretty fun interpretation of companion cube

I like the idea and the retro art style. I can't win the game though as there seems to be no way for ZEED to die.

I'm honestly surprised you managed to make such a polished game in only 48 hours! The gameplay and the art, effects, sound fit so well together and the replay mechanic is such a fun yet coherent addition to this game.

Kinda reminds me a bit of bullet control minigame in Rayman 3, which I've always loved.

Also, I love how the menu buttons scroll up instead of the bullet indicator. Its a simple thing but really nice role reversal :)

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Great implementation of the limitation! It helps a lot that the movement is very smooth and that the graphics (and namely color trails) make the moves of previous actions very clear as well. It got difficult quick but with some strategic thought you can get quite far, overall really nice jam game.

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Interesting game, with clear intuitive gameplay once you know what to do. Nice work

Really enjoyable experience, and great clear level design.  Especially level 04 in all its simplicity gave me that 'click' moment where it just feels like you're in sync (with yourself?) and understand the puzzle that needs to be solved. Movement is also very fluent and in general its an awesome execution of the clone trope!

Delighted by the polish you gave this game! Its a whole thematically cohesive experience, even the buttons. Also nice interpretation of the limitation, and it can become quite the challenging game eventually. Great job

Thanks so much! I kinda wish it had more music and sounds, but I suppose having a time limit and not being able to find enough resources also gave it its own charm x)

I'll definitely try to continue it!

Haha the lasers were originally meant to be like paintball guns, to make more sense with the blocks changing color, but the lasers ended becoming a much clearer option. I believe your idea could probably work pretty well too, you could also maybe push inactive colors then. Would definitely become more interesting, so thanks for the suggestion!

Thank you so much! I really hope it can become something quite nice as well!

Yeah its a real shame I didn't have more time to make more levels for the jam as even with the current mechanics there was still a lot that could be done. But the nice comments definitely reinforce I should make more, so thank you!

Thank you!

The animations and art look really great! Felt pretty high quality

Pretty good-looking game you guys made! Couldn't get past the 6th (or 7th?) level but got far enough to see you introducing game concepts in a nice slow manner. Was good fun to play

Honestly super impressive the work you put into this. To have so many diverse levels with all a unique theme, relevant art, animations and music, AND also a story all by yourself in 3 days. 

And it all looks and feels really great too! Definitely a jam game you can be proud of!

Amazing job at the art of the player character and the level! 

Didn't quite get the hang of the dash (unsure if it was already working or not because shift+WASD is hard for me to mess up), but I can see you planned a lot ahead. Could become a quite polished result, considering you made all of this in just 3 days!

I like how messing up wasn't an instant loss and it also allowed some flexibility with trying to parkour around the clones. Although Celeste was your inspiration it also reminds me a lot of the Super Mario Galaxy implementation :)

Overall fun game!

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Thank you! And congrats on finishing it and being persistent with it :)

Thanks so much for the extensive feedback! Really appreciate you took some time to think of additional features too. 

I'll definitely try to expand on the concept, and if I can use shapes that are larger than just 4 squares, then ideas like your splitter would be a really fun addition to spice up the variety. In the same breath you could also make half/half blocks that have two colors where they each attach to a different color.

Before I rattle on, yeah just thanks for leaving something extra!

Thanks! 

I tried to interpret the limitation in different way than just playing literally against a clone of yourself, but also still had to match the theme of colors, so maybe it did not quite hit both as well. But its still a pretty fun little concept on its own and that's also nice to make :)

Great use of the theme and interesting concept paired with the limitation! Always really fun to see game concepts that work well following the jam limitation, but also make some sense on their own.

I have no idea what killed me most of the times, but that could just be me rushing trying to get back to where I died x)

Bravo for making this all in 3 days by yourself!

Really cute implementation of the color theme (and cutscene!), and so cool to see the painting regain its colors during the game!

The gameplay did feel more lacking though. Maybe new colors would unlock new types of blocks to jump on? Its understandable however you can't perfect everything with such a short deadline!

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Cute concept! The final picture was a really nice touch :)

Sometimes your player or the antagonist would get stuck (on the collision?) on the terrain which would trivialize the game a bit. But nice little execution of your concept nonetheless!

Really nice and polished game. I'm surprised you could come up with a whole little narrative next to making all the assets and code, and all that on no cookies! Really impressive job!

Thank you! I don't know how well the visual trickery works haha, but I'm glad you could appreciate it!

Haha thanks, glad you enjoyed it!

Thank you so much!

Hey sorry this is a bit late, but I wanted to still thank you for your lengthy feedback post!

About level 5, during some playtesting the players did not even realize some keys did not float, so I thought it would be fine if more attentive players would just solve the level by looking. Having to repeat the level just by luck did seem a bit unfair x)

And the moving enemies were definitely a not fully worked-out addition.  Yours is a good suggestion to improve them!

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Lovely art style for the game! Although it usually isn't much, a good starting screen and tutorial really set the atmosphere right and it looks great! I suggest lowering the interval at which the "Press Enter" text flickers though, it was very rapid.

People also already mentioned the distracting jump camera, but I would also lower the jump height. If the player can jump about 3 times its own height it'll feel more natural I think.

I also could not respawn when I hit the spikes.

Cool looking entry!

Alright I finished it now with a death count of 11 (could have been 9 but I got impatient), following your update (and needed spoiler ;)) and I got some feedback:

  • You can completely bypass every AI waiting obstacle by standing directly behind the AI, their turn circle is too large and they will just walk around you. It felt like an exploit though I dont know if that it was an intended strategy. It obviously got more dangerous when there were multiple AI around.
  • Maybe the AI also need to be a bit more lenient about spotting you. Now its an infinite range instant-kill laser, while a slightly shorter range and/or an increasing detection meter would really take some edge off.
  • The sound for dying is really loud lol. I had to mute the game.
  • Although I never missed the jumping puzzle after I put the pieces in the right place, it feels unnecessary that if someone did miss the jumping puzzle, they'd have to go around and die again. A simple staircase back to the start feels better.
  • Your improvement to the AI waiting game at the lower level did work better, though the AI's at the higher part still waited around for a long time.

Cool concept though, and with more work this could definitely turn into an interesting puzzle!

Okay I played it more extensively now that I know how to progress (lol), and I can say it was pretty enjoyable now! Also have some feedback and bugs to squish:

  • You can only jump when youre moving, so I'm pretty sure what I struggled with before was that I stood still while trying to push myself off of the ground, but you need to look down and be moving (with WASD). Its doable but its not as intuitive as always being able to jump.
  • The turret enemies cant hit you if you stand still lol. Both projectiles go past you, so that took some pressure off!
  • Turret enemies and flying enemies count as surfaces so when I was too close I could not shoot them, Instead my character tried to push them away, which unfortunately did not work :(
  • Some soul drops were buggy, my highest score was 283 health and I'm pretty sure that was not intended.
  • The homing missile is pretty overpowered as well. I was shooting enemies I did not even know were there because my missile just went on a 90 degree turn!
  • Soul gates that detract your health are also active after you have crossed the gate once. So by going back and forth you could deplete a ton of souls unintentionally. Happened with me after the 2nd gate when enemies suddenly came flying at me and I wanted to step back to get more distance. Surprised me when I suddenly lost 30 health! I think its better if you just make opening the gates cost health, instead of going through them.
  • I would advise placing checkpoints for this demo (maybe after each gate?), as restarting from the very beginning after you missed a long jump is kinda painful. Its just a demo anyway so once its more polished you could remove them. 
  • You could even tie it into the game mechanic by subtracting 10 healthsouls for a death? So players could play safer to build up some continues.
  • An area around the 2nd gate does not have a death plane so I was just falling endlessly.
  • And I really could not get past the 2nd gate, those jump after the gate and the 2 minute run back was just too much lol.

Overall pretty enjoyable gameplay loop though and good luck with further work!

The movement is pretty tight, but the spin could be a bit reduced, because every minor bump now spins me out of control.

Fun idea though, so good luck with further development!

Thank you!

Apparently you can move the blue block with the red block (when you're red yourself) using your magnetic powers, but I also couldn't jump on the blue block to progress.
Running back and waiting for AI to turn for a minute each time to switch colors was also quite frustrating.