This is so good! You guys knocked it out of the park with the presentation on this one, I was just staring at some of these scenes in awe at how you did it. I love meta shit like this, and the shifts between art styles are really well done. Dynamic difficulty is a great addition too, especially for a jam. I did encounter a bug where the movement tutorial popup stayed on screen during the entire shooter section, though honestly it totally fits the game's vibe and I genuinely thought it was intentional lol. The ice movement is also a tad wonky, my character would sometimes stop on them on landing before suddenly moving like a second later; again, I can't really tell if that's the point or not. Either way, great job with this, I'm very impressed!
WHIMFREAK
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Woaa thank you for the detailed feedback! The heart is an invincible boss that you 'beat' by exploding, it's just a fancy thing for winning a run and a sort of explanation for why you have a bomb on you in the first place lol. The power ups and item issues have been brought up and I'll look into improving them post-jam, as well as having better visual feedback for getting damaged. Thanks again for playing!
Yeah, I was kinda just banking on the player learning the room/powerup icons quickly since there's not too many, but I'll consider your suggestion. Good point on the item descriptions too, it might be better if time paused while reading them. Thank you for the feedback!
For the source code, I uploaded the project to git so you can check it out. I'm not the best coder and I'm sure there's plenty of spaghetti and bad practices here but it works lol.
Woahh thank you so much for the detailed comment, I'm glad you liked our game! About the bananas, one of them will eventually be reflectable (with a pink circle) and will bring you to the next phase. You mentioned not having to parry the pink ones so you may be experiencing a bug? I hope it didn't ruin the experience aha
Well if I'm to critique this: this mostly comes down to taste but I do feel the difficulty difference between prestiges/chapters are lower than I would have liked. I beat chapter 2 and 3 back to back the moment I beat the first, then the next 3 or 4 chapters after that after I did my upgrades, and I don't know.. I personally prefer a slower early game in these games where you really have to work for those first few prestige points since it makes it much more rewarding to get those big upgrades. But like I said, it's mostly a taste thing, I know a lot of people would prefer the faster pace and I eventually came around to it too
This feels so nostalgic. Feels like a party game I would've played with my middle school friends. Very solid game, simple idea but well executed. The controls do feel weird though, having attacks on E and R, on the same hand you use to move. But you can rebind the controls (plus for that!), so it's not really an issue. Great job!
I see a Nodebuster-esque incremental and I start foaming in the mouth. This is a really sick take on it too, you completely nailed the tone and atmosphere. Visuals look great and polished, I especially love the effect on maxing out a skill node, very satisfying. The gameplay and speed of unlocking upgrades is pretty well paced as well. The incredibly minor nitpick I have is the 'Session Ended' text being a different font from the rest... And that's it lmao,needless to say I'm hooked and I'm very much looking forward to the finished game. Great job on this!
I LOVED agar.io as a kid and it's really sick seeing that concept be made into a survivors-like with random upgrades. The visuals look really nice and definitely evokes the feeling of old .io games, and the animation on the player and the tentacle looks so good. I don't know if this is a browser thing but the camera does jitter a lot and every now and then the player would just explode and cover the entire screen. A lot of my deaths also happen seemingly out of nowhere, either the lasers get too small when you get big enough or there's an invisible health bar I'm not aware of. Still enjoyed the game massively and I think with a little more polish, this could be really special. Good job on this!
This is really nice and cozy and surprisingly addictive! I've played it a while into endless just getting lost in expanding my farm. The interactive tutorial's also a great touch and I'm pretty curious how you did it. Placing land is a bit iffy though I'd say, and it rarely goes where I want it too. And yeah, the hand clutter is a bit much even with the filter. I think it might feel better if more expensive packs give less cards than they do right now but can give better cards with more coverage or crops with higher quality. Overall though, a very solid entry. Great work!
Yeeaahhh this is the best game in the jam lmao, the rating count doesn't shock me one bit. I absolutely suck at these games and I still couldn't put it down! And the JUICE. Everything here feels so polished and satisfying, from the sound effects to the particles to the camera bounce, it all just works. The leaderboard is a great touch too, good incentive to keep playing. It's just a damn good game, man. Great work, you two! ^^
The movement feels great on this. I especially loved discovering that you can dash in any direction. Combining that with the down attack makes for some really satisfying combat. I also like how the mechanics are slowly introduced to the player.
I would say, the hurtbox on the enemies feels double the size of what they should be, which lead to frustration. And while I do like the boss fight, I feel like it ended a bit too quickly, I wish they had some more health. I'd also recommend changing the keybinds for attack and spell to the mouse or the right side of the keyboard (HJKL...). It's not that much of an issue here since the combat is slow enough, but I think it'll still play smoother to separate the movement and attack keys to different hands for these games.
All that aside, this is a very solid entry, especially for your first jam. It's enjoyable and the movement and combat is really fun to master. Great job on this! :)









