It’s so fun and stylish!
Verthi
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Really enjoyed creating a deadly trap in the middle by connecting multiple similar numbers close to each other. The phone sound effects were on point and I’m not sure whether it was intentional or not, but sometimes the sounds seemed perfectly lined up with the background music.
The game is really fun and clever! Calling in my hitman crocodiles for a group assassination felt very slick!
Thank you for giving it a shot! I’m certain I will fix the bugs and maybe make it more accessible. I’ll also try to address the complaints I received and give more thought to all the great suggestions.
I didn’t expect so many people would play my game, let alone enjoy it. I wanted to add many more things but wasn’t able to because of time constraints. Seeing that people are looking forward to the things I make definitely gives me more motivation to continue development.
I’m glad I decided to join this jam from one of my favorite YouTubers. It’s probably one of the best jams I could have started with. The community here is really kind, and I’m cheering for everyone, there are just so many amazing games!
Thanks for the kind words and for checking out my game! To be precise, it was my first video game jam! I did take part in a local board game jam not long ago, where I made a game with a group of friends about collecting glyphs and breaking into a safe. Although the only similar thing between the two jams was the stress during the last few hours before submission :D
Damn, I played this entry before and forgot to rate it :/
Overall, I think it’s a really cool idea with great execution! I love its aesthetics. I had no real issues with the mechanics or difficulty. The gameplay felt quite intuitive to me, and I really enjoyed it. I especially liked the puzzle aspects of the game.
It’s very charming and at the same time, very hard.
The challenge mainly comes down to two things:
- When sliding, I have no control over the character. It’s just too fast, and you can’t really pinpoint the enemy that easily with the slippery movement.
- When shooting, I have no idea where the bullets will land, so some kind of indicator would be really useful.
I think there is a fun game underneath. I do like the setting and the character, but currently, I think it’s too hard in a way that wouldn’t be easy to overcome even with practice. But it could be also just skill issue on my part, I just had a really hard time getting into this one.
That’s a really unique title. I love 2D platformers, especially ones that showcase a lot of depth and complexity in their character moveset, similar to the 3D Mario series and Celeste. This game already feels just as good as those titles, and for a jam game, that’s saying a lot.
The level design was really smart. The way you approached teaching the player all the necessary mechanics gradually through environmental exploration is commendable. I especially liked how you managed to teach me new things even when I was backtracking after getting the red mask.
The mechanics are super fluidm and they left me craving more challenging scenarios.
The potential of this game is immense, and I believe it could easily become a full-fledged title.
I’d certainly love to see more of this!
I thought my mouse was busted and felt like I was having an inferior experience compared to others, but now that I’ve learned it’s actually just a bug, I can write my thoughts, disregarding that issue.
I think level design is what’s really important in parkour/speedrun type games and this game truly nails it. It’s really cool how interconnected everything is, there was clearly a lot of thought put into it. The core mechanic is basically like taking the rocket-jump mechanic from other games and swapping the rocket launcher for a katana, and the implementation works great! It feels smooth, and the way it’s used as a traversal method in the levels is very unique.
Sometimes it’s kinda hard to judge where you’ll land, since it often requires turning back from the platform you need to land on, but that’s something you just have to get a feel for with practice, there’s just no way around it.
I’m also a big fan of the vibe and aesthetic.
Overall, it’s a really solid entry with a lot of potential for an even more extended experience.
That’s a cool interactive experience. At first, I thought it was going to be something similar to Audiosurf, generating a rhythm-based level using the provided song, but using it for environmental effects is also cool. It reminds me of Hi-Fi Rush, and I love that game to death.
I’m glad you didn’t go overboard with the vfx. People often overdo it when integrating vfx with music, and it can turn into a seizure fest (although the magenta-filled platform did hurt my eyes a little).
I really love what you’ve been cooking up here.
Usually, I’m not someone who pays much attention to the narrative aspects of games, I often skip dialogue just to get into action, because stories often don’t hook me. Even when making games myself, I mainly focus on mechanics with little to no thought about narrative. This one, however, really stood out to me. Even though you are just watching talking static shapes, they still have a ton of personality, and I could easily tell each one is distinct from another. That’s so amazing!
Gameplay-wise, it’s also really pleasant. The character feels very responsive, and the way it reacts to hitting the surface is so satysfying. The audio, as well as the art, everything felt so nice. I’m genuinely impressed with what you managed to create in such a tight timeframe. Even if it’s not fully finished, you’ve managed to make a very polished experience!
I wish there was more, and if you ever finish it, I will surely play it!
Thanks for playing! I’m glad you enjoyed it.
I’ve been thinking about replacing the programmer art with actual sprites in the future. Right now, it’s probably hard to sell the idea that you’re supposed to be some kind of samurai without explicitly stating it. I’d still go with a fairly simple art style for readability, though.
I implemented the gauge because I was concerned that having no limit on parrying would reduce the incentive for players to get close to enemies, since parrying would be the easier way to defeat them. Personally, I’d just stand there and parry all incoming projectiles, and the game would turn into more of a rhythm clicker. I don’t really want players to rely on parrying that much, my initial idea was for it to be more of a lifesaver in tight situations, with slashing as the main way to deal with enemies.
I’ve seen other people mention that they dislike the bar as well, so maybe a cooldown would be more appropriate, or more ways to fill it during gameplay. I’m for sure gonna try to come up with something.
Thanks for the feedback! I really appreciate it!
I like it. For the first 10 minutes or so, it was pretty fun. However, after about five or six deliveries, I felt like I’d seen enough and didn’t really crave more. I understand it’s for the jam, so I’m not rating it based on replayability or addictiveness, but I still wanted to give some feedback.
For me, the game is missing a hook that would make me want to come back and try to beat my own record. I didn’t really feel the impact of the increasing difficulty throughout the run, it all felt pretty much the same the whole time, and I think that might be my biggest issue.
Personally, I would add more things to do on the road in the future, like collecting pickups or something similar, so there aren’t as many dull moments where you’re just driving and waiting for something to happen. This is just what I would do, but ultimately it depends on the kind of feel you want your game to have. The way it is now is perfectly valid.
Great idea, the core gameplay is fun. I like the game, but I definitely see some elements that could use improvement.
Certain light spots need time adjustments. In some places, you recharge your ammo very quickly, while in others you have to stand there for around 20 seconds. This is problematic because after a battle you’ll most likely have no ammo, and with no enemies around, you just stand there doing nothing while slowly recharging. That gets boring pretty quickly. Regarding the light recharging mechanic as a whole, it incentivizes players to stay in one place, making fights less dynamic. Without ammo, there isn’t much else players can do to defend themselves, so they will always seek the nearest light spot and just stay there.
It would also be great to add more incentives for smashing the stone trolls, such as having them revert to their original form over time. Alternatively, if you want to further penalize players for not disposing of them quickly, you could implement a system similar to the one used in the Mario Bros. or Bubble Bobble series, where enemies become stronger/faster after revival, but maybe with less health. As it stands, once they’re defeated, there’s often no reason to smash them if you simply keep your distance during the battle.
Yo, thanks for checking it out! In this build parrying isn’t available while dashing, the character needs to be stationary to attack and to parry. Parrying immediately after dashing was too overpowered before I implemented the bar, so I disabled it. Only now do I realize that after limiting parry usage, I forgot to re-enable it. That’s a very on-point suggestion!
I’m a simple man: I see a challenging arena game, I like it.
I think the upgrades were pretty creative and trying out different builds was pretty fun.
I’d say it has really good difficulty progression until the final wave. It got so hectic that I had to stop charging my racket because there were too many bullets to dodge, and I wasn’t able to attack after being hit. It just took too long to charge it again, and before I could, another enemy would start shooting. This is especially problematic when you have to get close to deal any real damage. I did manage to finish the enemies using weak swings, although it wasn’t as satisfying as charging up and seeing them bounce off the walls with great velocity.
It’s funny how I wrote in another entry that it reminded me of Patapon, but this one literally looks to me like something done by the original artist. The way the backgrounds and foregrounds are done bears a strong resemblance to the series, and I’m a big fan. From an artistic standpoint, I think it’s my favorite entry, I just hold the Patapon series very dearly. I don’t know if your art was inspired by it or in general by the work of Rolito, but either way, it looks great. The game also feels very responsive and plays nicely. It’s short, but sweet. Really cool stuff!
The sliding mechanic is probably my favourite out of all the icy entries so far and the story deserves an anime adaptation, it got me hooked.
When playing I encountered a bug that would freeze me in place and I couldn’t do anything - all inputs stopped responding. I think it happened after I bounced of something immdiately after a slide, but I’m not sure.
So you basically design a horse… and then weaponize it against local infrastructure.
At first I was in the customization menu thinking, maybe I’ll add more legs or another head. Five minutes later I was asking myself important life questions like does my horse need two engines or four? And that’s when I realized this isn’t just a game.
This is an economic thesis.
It’s basically a playable interpretation of late-stage capitalism, except instead of corporations, it’s a horse fitted with engines and extra limbs. What this means is that we are not rampaging. We are optimizing.
I think this game taught me some valuable stuff, thank you so much for making it.
Hi, in my case it works. I tested it now on firefox and google chrome using 2 windows devices it seems to run fine. This is the first time I see this issue mentioned :/
I think the problem might be that your browser is having trouble with fetching the index.pck when launching the game. Not sure how it can be fixed tho
As soon as I ran the game I was blown away by the quality of a freakin’ main menu, those were some really nice looking hover effects. I have to be honest though… I never really learned blackjack, so I didn’t do many smart moves that help me win… Still, I have to admit that the card-peeking mechanic is brilliant and adds a lot to the game. Even without fully understanding everything, I still managed to win a couple rounds when gambling with all of my chips!
Super well executed, really enjoyed schmoving through the level! I did notice the problem with not knowing whether the bullet has hit the enemy. In another bullet time fps jam entry I’ve seen that they flashbanged you in the face with a particle whenever the game calculated a direct hit. I recommend checking it out, game’s called Sea Salt City.
Pretty slick. It’s fascinating how you managed to make it difficult with such a seemingly game-breaking mechanic. At first, you might think it will be very easy since there is no limit to how long you can stay in bullet time, but the introduction of enemy shields makes the real challenge more about proper positioning and being able to reach the enemy’s weak point using the character’s unique moveset. That’s a very good workaround, and it works well.
As a result, the game is now very challenging. Some may like it, some may not, but in my opinion it’s hard by necessity, and with practice anyone could surely beat it.
This is some Sonic-type shit, you really feel the sense of speed. I like how the speed counter starts to shake the higher the number gets, it makes the running feel so much more intense :o
I think the character blends a little too much with the background. It’s not super bad since he’s always in the center, but it’s still harder to track him, especially when the camera zooms out.




