No sir, I simply made a game with a tint of child m*rder rituals and dark fantasy.
Finis (Tan Phat)
Creator of
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You did a good job replicating Noita graphics and sandbox engine. Given that this is literally made during the jam, it is brilliant.
Bugs:
- Lack of gunpowder, but shooting input still cost gunpowder (when it didn't shoot anything)
Design:
- Enemies are too durable
- No specific goal, so I assume it's a sandbox still
I'm surprised the water physics is done so well, feels like playing Terraria again.
You have a good level design skill. The thing that piques me the most is the concept of rewinding levels to solve the level.
In that case, you need no kicking (I suppose it's your fetish), but rather invent the level in a way that makes rewinding feels obvious and satisfying:
- The light particles should remain on (they disappear mid-way, so I forget what the transitive object was)
- Increase movement and jumping speed a little bit
- Allow players to move between 2 consecutive rooms (rather than replaying the entire previous level) so they learn to plan rather than subjecting to trial-and-error.
The concept of switching bodies, having to alternate between "powerless" and "power", is common in video games. What makes this game stands out is the "possession".
It might have only been "possessing" a gunman, but by itself, the game demonstrates potential.
At one point, you are a pitiful slime. The next moment, you slam a bullet into the opposing henchman.
Rather than platforming, the concept of "possessing" should be polished, and a bountiful of ideas would come.
One other thing, the control is just right, neither clunky nor oversensitive.
It's an amazing game. You are a madman at design. There're many details that were done right:
+ You did a good job at letting the player figure out the next step. When they do, they get blown away by how orthodox it is.
+ Your ideas of using color are all creative and well-executed (you can do away with the color-blind mechanics, keep it simple, and everything will still be amazing)
+ Having to drag the handle of the brightness bar would burden the player, so you let the player control it with directional keys
+ None of the mechanics feel useless, even jumping and falling were tied nicely to the level design.
Shame, I'm not smart enough to clear the last level, but you are one prolific mind!
This is such a unique combination of the city-building and the deckbuilding genre. I'm not an overthinking type of player, but this game made me calculate everything in mind. I got to day 4, before I ran out of luck and failed right there. I'm telling you, if you don't follow this idea and publish the full game, someone will steal this brilliant idea later on.
The game is very polished, cute pixel art and fitting soundtrack. I can't complain about the small icons on the box, since scaling texture is problematic in Godot. 5/5.
I'll just say this game has a lot of potential. Scaling affects every object in the scene, which can give way to ingenious puzzles. Here's the feature I suggest if you plan on continuing: In some levels, you're not the one who scale, but the environment scales up, allow you to squeeze through small gap and obtain a sized object, but having hard time pushing through the spikes.

























