I like this interpretation of the theme, it's a very cool gimmick. Game is quite challenging too. However I do think the camera moving back and forth between the levels every time I died is a bit disorienting. Also would appreciate a death animation for the character thing so I know which wall I collided on. But for 3 days work this is deffo a very solid entry!
Tuturu_OwO
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This is really fun and the gimmicks are very creative! But also... contact damage... my worst enemy.... *dies
Still really enjoyable tho, the difficulty curve seemed quite fair, and I didnt feel that it was too difficult to aim contrary to some other comments here, but maybe it's because I'm used to the 8-directional dash in celeste. My only gripe is to make the contact damage hitbox a bit more generous, but that's an easy fix!
Aight I just remembered to try out your game seeing as it is playable on itch now:
Overall pretty solid platformer! Really liked the visuals (they feel so cohesive even though they're taken from multiple different asset packs). Combat is actually pretty fun too (when it is actually working, more details later)
Although as a lot of people have already mentioned, there were quite a lot of bugs:
- Movement works fine with WASD, but for some reason when you use arrow keys, the player wont stop moving even after you stop holding the arrows
- If you die by falling once, the combat will stop working. You don't lose health from enemy hits, but nor can you attack them
- This is more of a QOL thing, but I really wish falling doesnt boot you back to the beginning of the level. A checkpoint system would be nice
- Another personal preference thing but the physics feels a bit floaty, which would be easily solved by adjusting the gravity value in unity (in my own game I have it at arnd 7-8 ish, depends on your game honestly. It would make the game feel more responsive to play.
I'm fairly certain that you can just change some settings in the itch page and it should be able to play. Uploads may be disabled now but I think tweaking settings should still be allowed? There's plenty of youtube tutorials on which settings specifically to change, so you should try it out. It'll help a lot more people be able to play your game (i cant, my browser just displays a warning about how it cant run unity webgl stuff)
oh you’re intended to use the arrow keys for movement then zxc for the other things. I may have accidentally forgot to disable asd in the Unity input manager so that’s why that works too, but it’s not the way you’re supposed to play it. Sorry for the misunderstanding!
PS: The main reason why I used obstacles instead of enemies is because enemies are harder to code HAHAHAHA
Thanks for playing my game! I'm glad you enjoyed the art (i hope you meant the ending scene, coz everything else other than that are all assets by other amazing people). I'll take your advice about the difficulty adjustments for any future games I make, balancing difficulty and level design isnt really my strong point I realized haha. Anyways glad you enjoyed!
Great game! I especially liked Marcel's character, lack of motivation is truly a mood.
But just one thing to say, there's actually no need to bundle the entire unity project inside the zip file alongside the build. I was wondering why the extracting took so long... turns out the file was just enormous. The files will be many times smaller if you put only the build and not the project files, and it would still run as intended. Just a heads up, and I look forward to seeing more of the game!
Am I allowed to submit my game to multiple game jams running at the same time? There's another game jam (the Summer Slow Jam: Narrative jam hosted by PIGSquad) running within about the same timeframe as this one, so I was wondering if it's chill with the organisers that I submit my game to both this jam and the other one as well.




