Very fun game, kept me on my toes. The boss seemed to always outpace my upgrade, but this game concept is awesome!
Phoenix Steele
Creator of
Recent community posts
In regards to incremental progression. I meant more so that you only seem to earn crystals by "suceeding" and going into the next sector and you get the "excess" as crystals. If there was a way to earn them in "small" amounts besides heading to the next sector a player might be able to feel like they're doing something in between losing.
Otherwise players are left to slam their head at the final level hoping something would get better.
Probably the game that kept my attention the longest for the game!
Got to the 7th sector, but regardless of hitting the spots every time I couldn't seem to get the multiplier high enough to progress, even with a few items I fabricated.
I felt trapped in the 7th sector, which is thematically probably great for the game, but gameplay-wise it felt confusing and not so great.
If you ever remake this game, or continue working on it, I would make sure there's some form of incremental progression so the player still feels their doing something and doesn't feel stuck.
Also on a final note, the font doesn't really hit the sweet-spot between artistic integrity, and functional design. As cool, and fitting as it felt, it was incredibly hard to read.
Overall, one of the funnest game I played this jam. Glad I had some time to play it!
Yeah I had two things I would of done to make it harder, one being a boss fight at the end with a copy of the player using the enemy buffs. But that would of meant I had to spend at least 1 whole day on a state machine for the goober. And I'd probably of made low hands buff negative cards, and nerf positive cards. While high hands did the opposite.
I'm glad you enjoyed it for what it was! :D
It glitched out hilariously a few times. This one was probably the funnest game I played in the jam so far.
Seeing the old wizard fly around at mach 5 and break the game was probably the selling point to me. Even if it wasn't intended, haha.
The simple player controller was nice, it's good to see a game that doesn't just randomly put in all the bougie~ jump mechanics every game think it needs. It added to the charm and art style.
I liked the visuals of the tutorial at the start. Smart design and style with the paper.
The monster chased too fast in my opinion, and the flashlight kinda just delayed the inevitable. The moment you turned around it would just kill you. Unless I was maybe doing something wrong. Haha
Some good ideas here!
Controls weren't obvious. I managed to figured out E for rewind, but still didn't understand how it worked.
Also there's no walls on edge of map, so I walked off and soft-locked my game.
Visuals are headed in the correct directly. I liked that you leaned into a drawing style. Would love to see more games like that! The story, and description was pretty good too! Decent writing and idea for a great game! Keep it up!
I was awake gaming with the boys when the submissions time ended, so I saw actually got to see your original build, and got to catch the cutscene that was originally in it when it was bugged, but didn't wanna rate it without waiting to see a bugfix! ☕
The portraits, and animations, and style are all really good from what I got to originally see. Unfortunately it leans too heavy into the memes without balancing it out with something to actually play at depth, and I think a lot of people are just gonna laugh it off as a 100% meme game.
You guys are headed into the correct direction with these style of fun comedy games you're making, followed and looking forward to your future crazy games! Keep creating!
Agreed! I personally found it too easy, and had to close the game in my final test cause there was really no "dying" if you knew what you were doing.
I had un-used back end code sitting in the game that scaled the enemies bullet speed, and fire rates per-round up to a 'limit'. But disabled it because I didn't have time to fine-tune it. Would definitely introduce it again as a core-focus in a future bullet hell game if I ever made a sequel in future jams. 😎
I ended getting slammed with work, so I wasn't able to do a video review like I promised, but I did wanna still give a good review.
Player controller was good, and the ability to let go of a jump's height early is nice. To further improve the feel of your character I would implement a jump buffer, to make the jumps feel more responsive.
Look into Area of effects for audio. Simplest way to handle it for the scope of your game, would be an area around the player that checks for enemies. If they're within that area, activate them. This will prevent the enemies from infinitely firing off bullets from accross the map. You can also do it the other way around, and have the enemies have their own AOE that activates them when a player is detected within it. Either is valid. Weigh your options. With simple level designs, neither should be too performance heavy. But either solution would be better than it is now.
Also visually making sure the player knows all the dangers is important when possible. As the pit at the bottom of level 2 was not clear enough to be a pit immediately. Maybe add water, since it's a cat, and it has a flaming tail, it would be both thematically, and visually appropriate. Even something as simple as a "fading black pit", or some spikes would suffice.
Lastly on subject of pits, and player overall. I would like to touch on camera movement. Maybe have a camera pan down if down held, up if up held. Especially since you're going to be using vertical level design. You can also make sure the camera follows the player more closely. There are many simple tricks to make the camera do this. You can have the move-speed of the camera following the player tied into the vertical velocity. So falling faster = pan-faster. This would prevent the player from ever falling faster than the camera, and "reaching the bottom of it"; Otherwise it's very hard to tell what's below you when blindly jumping down. Both of these two solutions can mostly address unfair vertical design for the player.
One of the best features and designs of the game was the use of "big cat/small cat". Where the small cat is affected by fans, but can enter small areas. I would definitely lean into that as the identity of the game and focus most of the features around that concept.
Some flair you can add to a future build would making the cooldown timer to be visually shown on the cat. Such as; The tail growing back over the 3 seconds and disappearing when it's not usable. Or have it be less natural and just do a simple bar near the player itself. Since the game is a bullet hell, there's very little time to actually look away from the player up into the top left. So incorporating information into the center near player is a neat trick to address that! :D
Overall a solid 3/5. You definitely have some good ideas here worth expanding on!
Experienced GODOT programmer looking to make a unique and fun little story. Got it all written and planned out, I just need an artist to save me the time of having to create all the assets myself. For now the game just boxes and squares while I program away.
Link some portfolios and styles and I'll see if it's a good fit for the theme! :D
I'm a generalist, and can do most everything. But I'd rather focus on planning, organizing to get a few people interesting in making a short fun platformer with lots of fun characters and a couple of zones. I've got the bulk of the story written, but could use a writer to revamp it, and make fun characters and dialogue and take it in whatever direction they feel could be amazing.
Looking for:
Writer - Can rewrite everything.
Godot Programmer - Work together to finish it sooner.
Composer - Music/Sounds (replace my bad music) 😂
3D Artist - Replace my char, or redesign them in your style, and make additional assets.
2D Artist - UI, Menu, etc. Maybe some billboarded assets?
This is what I've made so far in a few days myself all from scratch from model to music, and code. It's all replaceable, but not sure I'll be able to finish this jam solo if I'm making it all myself. Story is simple, kid doesn't believe his grandparents died in a plane crash, goes to investigate their house, goes in a secret world, finds out all the bed times stories were real. Etc. I can elaborate more with the writer, just some stuff I threw together last minute for the jam.
Depending on team size, we'll scope game down from 3 zones, to 2, to even just 1 rich zone with some depth and simpler story.
Add me on discord if you are interested. Username: @trollgasm I am on the github GameOff discord.
Howdy, looking to do any writing, or 2D/3D sprites/models for a team that needs them.
Short Video Of Stuff I Recently made
@trollgasm on the community discord, look for Phoenix Steele. Feel free to DM.
Awesome game, not sure what my time was, something like 28 mins. It just jump-cut to the end, and yall forget to add the finished time to it, haha. Other than that, gameplay was very good, it's the right about of difficulty for a niche game. The visuals looks great, but some notes about them. Since the player starts on grass, it made sense to me the grass should be safe. I thought the spikes were roots, and I was dying from impact, or velocity damage. Once I figured out that they were spikes, it then took me additional few minutes to realize grass wasn't safe either. At that point I was able to get through the levels.
The camera jolting outwards, and twisting made the click-based system mess up on me a few times. Where I would go to click one spot the camera would zoom out or zoom back in, and cause me to die. For zooming out, it was almost impossible to really tell where the player was, especially at the cinematic chasm part. I would of added some highlighting circle, or contrast to tell. It was like a single pixel swinging on my full monitor. As for downwards falls, like the shaft after the chasm, I would recommend leading the camera ahead of the player, and limiting downwards velocity. OR if you want to keep the suspense, velocity, and camera, just letting the player land directly into a safe spot at the bottom letting god take the wheel.
I would definitely play this if it was a full game, you guys knocked it out of the part other than those few things! I planned to keep my review short, but since I loved it so much, I wanna to give yall some good feedback!
Took me a few tries but I finally beat all the levels. Bugs aside that I'm sure you're all aware of, the art is awesome, sounds great, and music is fitting. I enjoyed it.
The weakest part of the game though was the UI. There was nothing visually dictating where I was clicking, or what I was clicked on was the biggest difficulty I had to get over. And the shop was very buggy.










