SICK transition between worlds, and the puzzles involving logic gates is super creative and really fun!
If checkpoints can be implemented (the maze is a little annoying), this is an awesome start!
WingBeltCreations
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Thank you so much! I do plan to expand this concept, especially with color-coded portals so the player can work a route in their head, but I'm glad to see everyone enjoy the levels in spite of the trial-and-error difficulty.
Glad to see the art resonates! I definitely want to give this little guy some more animations.
GORGEOUS visuals, love the lighting and the effect of the portal is amazing. It's very atmospheric, and with a bit of ambient noise, it'd be even more ominous.
Only complaint is that I wish the torch had more of an impact on the floor, just to make seeing what's walkable easier without spoiling the rest of it, perhaps another light-emitter that only impacts the floor?
Thank you so much! It's felt amazing to actually FINISH a Jam for once, and to see everyone enjoying it is somehow even cooler. I wasn't expecting to love this idea as much as I did and am already drafting concepts for an updated release.
I need to check the HTML builds of these games, I've noticed some camera issues, and the sound delay is new as well, definitely have some things to iron out.
Yeah, everyone who playtested it struggled a lot with the levels, I would add more stages and a tutorial in a full release, as it's kinda a spike.
Yesterday when testing it, the camera worked properly, but today I booted it again and now the camera's off, so there's likely something with that. I'll reupload it after the Jam to see why. Thanks for letting me know!
Nifty twist on a Tower-Defense game, as you can be on Offense or Defense. Having more direct control of units is always cool.
That soundtrack is INCREDIBLE, learning it was all original is very impressive, and it sells the sorta bleakness of the world and the war you're technically in. The choir feels very melancholic, which once again fits. For a game about silly little guys picking some berries to fight another faction, it fits perfectly.
The game doesn't boot, it gives an error saying Cross-Origin Isolation and SharedArrayBuffer are missing. The Jam host mentioned late submissions in the Community Tab, maybe upload an offline version?
Reading your description, it sounds awesome, and I can tell a ton of love and effort went into it, you made auto-save for Pete's sake!
Super cool concept, and execution creates a game with insane vibes. Random level generation gives this a lot of cool possibilities.
Only complaint is that the crystals aren't super clear on how close you need to be. I do appreciate how forgiving it is, but the ability to click on exposed crystals to collect them would be appreciated.
Incredible, using the portal theme for summons is so obvious to me now but I never considered it. The dungeons are well designed and fun to traverse, I want to go back in to find more spells!
The music did cut out a few rooms into Level 1, and I think the mouse cursor / movement have the cursor freak out and not summon (even when full screened).
Hearing the elevator music had me laughing at the start before noticing this is really nicely done!
Each level introduces a new concept pretty naturally, with the only confusion from the "Gravity Gun", as I thought it as a glitch when I first used it. It's a super unique idea and excited to see where the game goes next, you have a cool foundation here!
I also found a bug where by stacking two White blocks and spamming the swap and jump buttons, you can fly.
This game would just be a simple and satisfying "number-go-up" kind of game if not for one thing.
The movement of the portals to set up combos is SO GENIUS, it adds so much strategy and thought.
On top of that, the theme is super cute, and the line being drawn between each portal is such an intuitive feature, I tried to implement it in mine. Congrats on turning it in a day early!
The game's a bit hard to follow sometimes, as there's no indicator where your player is. If you ever revisit the concept, maybe having the level black out and show the player moving to the new location could work.
But the STYLE is AWESOME. Going for a C64 look with such banging tunes makes the game feel really cool, and the actual dungeon-crawling is fun too. I'm a sucker for tile-based movement.
1. Hey! I use the name Wing online, and I'm a beginning Game Developer, although I'm an Accounting Major by day.
2. I didn't participate in this one last year, but I did do a Game Jam last year and really overextended. 3 days for your first project in a new engine is NOT a good idea, so I'm hoping to actually FINISH my game this year. =D
3. I could name a million games right now, but currently, F-Zero, Metroid, Pikmin, Terraria, Minecraft, and the Siactro lineup (Toree) are on my mind right now.
4. I'm learning Godot now, but in middle school I did mess around with Scratch as my first experience.
5. I've recently fallen in love with PC building, I even built the computer I'm typing this message on! It's such a cool feeling to bring hardware and software to life.
6. To finish my project. I want a FUNCTIONING game at minimum. If I have the time, I hope I can use my animation skills to make it look pretty good.
I love the art and the music, my heart jumped when I got caught and absolutely loved the animation, it's super detailed.
I'm still trying to figure out the puzzle. It's super creative, and similar to Minesweeper, I understand it on paper, but am still struggling to execute it. I will be coming back to it though, I would love to be good at this game, it really deserves it.





Awesome job, the game looks good, sounds super funky, and is very fun to play! I love this level design, and trying to beat the game under that time limit adds some great challenge and speedrun potential!