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winterbraid

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A member registered Feb 25, 2020 · View creator page →

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A very intriguing game! The story and cutscenes had me hooked, and the early area with the town looked very nice. The music was quite beautiful and haunting, especially the songs playing in the introduction and the town. The design and animation of the protagonist was adorable and definitely my favorite part of the game, especially after unlocking the wings! The artwork for the enemies and terrain was nice, but the bright gray edges looked very out of place.

Moving around felt nice and responsive, especially after unlocking the wings. The area of effect of the absorb ability was hilariously huge and made dealing with enemies fairly easy, considering it could hit most of them from outside their aggressive radius (the only ones I took damage from for the most part were the rolling rock enemies). The "Kirby" mechanic definitely has some potential for environmental puzzles and decision-making based on what abilities are available in an area. But as it stands, I only ever used the wings once I'd unlocked them, and the only other ability I was able to find (the projectile) felt a bit unnecessary compared to just using absorb.

Aside from the town area, the rest of the map felt a bit empty and redundant, and I feel like some of the time spent placing those empty rooms could've been spent polishing other aspects of the game. Still, I had fun exploring around and uncovering the map. Good job!

Pretty neat little game! The music was cool and the art style had a nice cartoony vibe. Blasting through waves of enemies was quite satisfying, although the primary pistols could have used a bit more "oomph" in terms of sound effects. I also wish it was possible to look ahead a bit with the mouse.

The turtle boss was very cool and had some impressive attack patterns, but got stuck in the wall towards the end. Otherwise, the only major issue I had is that I'm not sure stamina and energy bars really count as "side effects." Still, very nice job!

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Very neat little game, I liked the "Kaizo-lite" difficulty! The graphics are very nice and the protagonist is adorable, and I think using transformations as powers is very clever. The controls are a bit floaty, but I guess it fits the "ragey" gameplay - the gliding ability was a lot of fun to use with some practice.

The behavior of the enemy cats was quite relentless and believable, and I think they were by far the hardest enemy type - the game got quite a bit easier when they got replaced by other enemies.

I feel like the difficulty level could have gotten annoying in a bigger game, but thankfully I never got stuck long enough to really get frustrated. Overall, very nice job!

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Very nice and polished game, though a bit difficult and slow-paced! I had to look at the video guide in the comments to find the yellow gem, which was definitely a very big brain puzzle. Over the course of a bit more than 2 hours, I managed to find 23 out of 24 coins and 1 out of 2 stars, as well as a smiley room.

The graphics are simple but pleasant, and both the artwork and the soundtrack are a good match for a puzzle game. My only complaints are that the green and teal blocks are a bit too similar, and some sound effects for the player jumping and landing, as well as blocks being created, pushed, and destroyed, would really complete the game.

The movement is nice, though I wish both the player and the blocks were a bit faster. I often found myself using the anti-softlock feature simply to go back to the beginning, since it was faster than running all the way across the map.

Still, I had a lot of fun solving the puzzles, and the game overall feels very complete for a gamejam project. Excellent job!

Thank you for giving the game a shot and for your valuable feedback! It's definitely a tough balancing act making a game where you essentially play as the final boss.

I knew I wanted the player to be the one dealing contact damage, but coupled with the fact that dashing gives you iframes, the game definitely ended up on the easier side. I did give the drone boss itself a lot of iframes just so it wouldn't get obliterated too quickly, which is another design choice I'm not too happy with. At some point I gave up on trying to make the game balanced and just put out whatever I was able to finish.

I do plan on adding another boss after the gamejam who I hope might be a bit more challenging, though I'm not yet sure how this will be done in practice without either nerfing the dash, or introducing a new category of enemies who don't take contact damage. 

Pretty nice little demo! The side effects were a pretty clever implementation of the theme, though the screen glitch when getting hit was a bit excessive (fortunately, it seemed to turn itself off after getting the AI update).

The basic pistol was quite satisfying to shoot and I liked the feeling of making it more powerful with upgrades. I don't know if it was intended falloff from the bullets or just the pistol being inaccurate, but the enemies often spawned so far away that I couldn't seem to be able to hit them, yet their projectiles had no trouble reaching me. Also, some of the waves seemed a bit excessive and some of the enemies were really bullet spongy.

The level design and graphics were pretty basic, but had a few interesting moments. Unfortunately, it was very hard for me to navigate the level and I gave up some time after beating the first boss and finding the carbine. I kinda wish that instead of moving the platforms around freely, they simply moved along predetermined paths, and that it was clearly shown where each platform is able to go. Having to stand under cranes to attach to them was also a bit counterintuitive at first, since I expected to be able to latch on to them by aiming at them.

Still, good job getting the demo out!

Pretty neat little game! The level was a bit basic, but the animations had a good sense of feedback, and the enemy variety was pretty nice as well. I quite enjoyed the soundtrack, especially the music change when obtaining the jetpack.

The controls worked well, although the gun felt a bit wimpy due to the slow-moving bullets and lack of feedback when firing. On the other hand, the fact it could shoot through walls made the game a bit easy, which I'm not sure was intended.

The story was pretty interesting and I liked the wife(?) being the final boss. That said, I think I cheesed her by getting stuck outside the invisible wall that was supposed to lock the boss arena, and shooting her while she couldn't reach me. Still, it was a neat fight and she looked cool and had cool animations. Good job!

Very nice game! I really liked the theme of 3 defective robots working together to overcome their flaws. The graphics and controls were very basic, but did the job well. It took me a while to figure out I had to press a button to switch between the robots, since I don't think it was displayed anywhere on the page or in the menu. The main song playing throughout the game was pretty nice too. Good job!

Very nice demo, I managed to find all 5 flowers! The music, artwork and animations were gorgeous, especially for the main character, but the terrain could have used a bit more variety. The controls are generally nice, but the jump feels very floaty, and I think it might benefit from a "glide" effect where you fall slowly while holding the jump key, but faster when letting go. Being able to attack enemies would have been a great addition too, of course, but overall, I think there's a very solid foundation for a full game. Good job!

Very neat game! I enjoyed the soundtrack and the graphics a lot, especially the backgrounds - it's certainly not common to see so much detail in a gamejam. The UI was very polished as well, and the map and objective markers were a welcome addition. On the other hand, I feel like a lot of the dialogue was a bit unnecessary and the story might have worked better if shrouded in more mystery.

The movement was nice, although the combat felt a bit weightless and spammy. The focus on deflecting projectiles was a cool feature, but it also felt kinda broken since you could just mash block and pray. I think it might have been more interesting if enemy bullets were slower, but blocking was more deliberate in return. The bosses were pretty simple, but the "Rude Buster" juggle with the final boss was a neat touch!

The constant equipping and unequipping of the weapon was a bit annoying and got me hit a few times, especially since I'd often teleport or enter a new area and immediately get shot at by enemies. I also think I got softlocked in the first area by killing all the enemies and not having anything to throw at to be able to reach the upper platforms.

Overall, I think the game definitely needs some polish, but it feels very extensive and complete for a gamejam project! Good job!

Thank you! Honestly I've been a bit stunned by how positive the overall reception has been, so I'll definitely try to make a more finished version for the Super MVM!

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Hey, no need to apologize or beat yourself over the head over it, those were honestly very minor issues for a gamejam game! :) (I know I've let much worse slip by) Like I said, overall you did an excellent job and I had lots of fun!

Thank you!

Very nice and complete-feeling game, definitely one of my favorites in this jam so far! The implementation of the chosen theme is perfect, the soundtrack is great, the main character looks amazing, and the pixel art is super detailed in general. The different colors and unique enemies in each area helped avoid getting lost, and in general nothing seemed particularly unfinished or placeholder-y in terms of presentation, which is a big accomplishment for a gamejam game!

The movement was reasonably quick and responsive, although I do wish the jump had a teeny bit more height and the gravity didn't pull you down so quickly. It felt like dashing was required to clear even seemingly small gaps that looked like they should be possible with just jumping, and I'd often end up missing ledges by just a few pixels. While the cooldown on the grow ability is reasonable since it acts as a damage buff, I feel like having to wait for your shrink ability was a bit unnecessary and it felt like something you should just be able to toggle on and off at will. Also, I got stuck for a very long time since I couldn't figure out that I had to use the Attack+Shrink ability to get past the blue wall. 

Combat felt pretty nice and snappy, though grounded enemies being launched up on hit felt a bit odd, considering your character seems to be swinging downwards - I think it might make more sense if they just got pushed away horizontally instead. Some enemy placements felt a bit unfair, since ranged enemies could often shoot you from off-screen while trying to jump onto platforms or ledges, and sometimes you'd enter a room and have an enemy almost directly on top of you.

The bosses looked very cool and had some neat animations, and I liked how some of them had hidden ways to deal more damage. That said, most of them kinda boiled down to hitting them a few times and running away (or in the case of the final boss, waiting for him to throw his spear, then increasing size and attacking). The one flying boss could also be exploited by keeping him inside the central platform and running left and right, since the platform destroyed his projectiles as soon as they spawned. So, I think a bit more variety in boss attacks and movement patterns would definitely be nice! That said, every boss having a phase 2 was definitely very appreciated and impressive for a gamejam!

As others have mentioned, health can sometimes feel a bit limiting without an ability to restore your potions, but at the same time, I spent a lot of time stumbling around empty rooms while trying to figure out where to go. I think the game might flow a bit better if enemies respawned when leaving a room, but killing enemies slowly refilled your potions. I was also never able to figure out the purpose of the big blue orb next to my health - I thought it was attack power, but having it at MAX didn't seem to kill enemies any faster.

A few more issues I noticed: I died on the first boss after getting him to phase two, and after coming back, he died as soon as phase two started while still having half his health left. After dying to the scissors boss and coming back, he was waiting for me outside his arena. I also couldn't figure out how to get back from the west area without dying, since breaking the wall with grow+dash only seemed to work when entering the area from the fountain room.

That said, while I did have a few gripes with the combat and movement, that doesn't change the fact it's a great game with very solid atmosphere and mechanics, and feels almost worthy of a finished product in terms of music and art. Overall, outstanding job!

Very nice little demo! The idea of playing as a pigeon and using various eggs as abilities is really fun and interesting. For such a short playtime, I feel like there was already quite a lot to do and it did a good job showcasing what the full game would look like.

All the characters in the game were adorable and really well drawn, and I like the idea of using mixed media with photos for the background and stylized sprites for the foreground, especially if the level itself is also eventually going to use this illustration-like style. The player felt a bit slow, though I guess that makes sense since we're supposed to be injured and trying to heal. For a future update, some effects and animations for eating, laying eggs, and getting hit by enemies would definitely be a big improvement.

Overall, the demo definitely has me intrigued in this game! Good job!

A very solid and impressive action-Metroidvania that I sadly couldn't really enjoy to the fullest due to the constant camera swinging. The soundtrack was top-notch and definitely some of the best music I've heard in the jam so far. The graphics were somewhat basic, but did the job - the player sprite worked well in the simple 3D environment, and I quite liked the use of paintings as a minimal yet effective basis for different enemy designs.

I really liked the way the game communicated the story through a combination of sparse notes and environmental storytelling. Becoming able to see the trapped souls escape from the paintings after the eye upgrade was a really clever reveal and big "wow" moment from me. The little twist regarding the player character at the end was also pretty cool, and the story did a good job building up to the final boss. 

One of my favorite things about the game was definitely the sheer amount of mechanical depth for such a relatively short playtime. Every action felt like a tactical choice, from prioritizing enemies to choosing between attacking, kicking or dashing. I almost wished the combat was a bit slower-paced just so I could have had more time to make better decisions, but there's definitely a lot to master (no pun intended) here for speedrunners!

The player attacks had a nice sense of impact, although the hit stuns and apparent lack of iframes meant it was sometimes easy to find yourself at the receiving end of annoying combos from enemies. Funnily, I found the final boss to be one of the easier fights in the game, since his attacks were fairly predictable and he didn't swamp you with throngs of minions like some of the other encounters. On the other hand, I feel like the first boss (the giant painting) was made needlessly harder by the forced camera lock.

Unfortunately, as mentioned earlier, both combat and exploration were made much harder for me by the constant camera snapping, as well as occasional bizarre forced angles in certain areas. I often found myself not being able to go in the exact direction I wanted to due to not being able to angle the camera just right. I think the game would have worked better with just a regular free-looking mouse camera, and support for gamepad joysticks would probably have helped a lot as well (or perhaps it's just my gamepad that wasn't supported).

Overall, even despite my issues with the camera, I had a lot of fun discovering the game's story and figuring out the combat. Excellent job!

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Pretty neat little game! I liked the feeling of starting out as a broken-down and slow robot and gradually becoming more powerful. Personally I wasn't bothered by the slow pace that much, but perhaps giving the running upgrade earlier on could alleviate the slowness concerns that others had?

The sprite and animation for the player looked great, especially the whip attack, and the art style in general was very nice, although some rooms felt a bit big and empty. The camera sometimes seemed to go out of sync with the player and swing around weirdly. There might not have been that many opportunities to die, but the falling pipe effect when dying was really funny!

The enemies and bosses were simple but effective, though the basic floating drone enemy was a bit too fast and punishing in my opinion. The boss bee was a kind of a one-dimensional fight - much like the regular variant, its attacks were too fast to really punish them, so I found the easiest way to deal with it was to wait for it to float to the bottom level and hit it from behind. On the other hand, the monkey boss had a nice little buildup where he showed up before the actual fight, although the fight itself was very easy (his leaping attack seemed to miss most of the time).

All in all, the game could use a bit of polish here and there, but the story and idea definitely has a lot of potential. Good job!

Very solid and fun little game with a lovely art style and some great music! I absolutely adore the protagonist (totally not biased btw), and the little portrait that reacts to things happening in the game is a great touch. In general, the HUD strikes me as very well made for a gamejam game!

Movement was fine for the most part, though double-tapping to sprint took some getting used to, and jumping seemed a bit awkward at times, with the character getting stuck on walls and ledges. The bite attack was a lot of fun to use, especially with the size upgrade - although I think it'd have been even better if it could also collect shinies for you! I never really got around to using the shield much, but the beam attack was very satisfying to pull off. Also, some way to heal outside of dying would've been nice as well!

The main mechanic took me a very long time to figure out, which was probably in part because I'd never heard of the toy before (it does sound very rad though)! I think the part that had me the most confused was that the close-up view just showed the player on every screen - I think the connection between the rooms and the cubes would've been more obvious if the cubes you aren't currently in showed a little preview of their corresponding room instead. Regardless, it's a very cool and unique mechanic that could definitely have a lot of cool uses in a bigger game, and the idea that the whole game world is actually contained within the cubes is pretty neat! (Although, I could also see how moving the cubes around might potentially become tedious with a bigger map size.)

The bosses looked cool and had some very impressive attack patterns, though the wolf's arena felt a bit small for the fight, while on the other hand, the Roc seemed to spend a lot of time off-screen. I had a hard time hitting her with melee without taking damage from the claws, outside a few times where she decided to float just below the central platform and be really easy to hit. In the end, I spent most of the time trying to avoid damage while waiting for her to be in a good spot where I could hit her with the laser, which chewed through her health pretty quickly. The more aggressive second phase was a neat touch, even if a bit annoying to deal with. Overall, a very cool and climactic final boss, although I would have preferred if she spent more time actually being visible on-screen!

One thing that I guess an updated version of the game could elaborate upon is the "flickering screen" issue (glitch? virus? running out of battery?) from the opening cutscene (which was also very cute btw). Since the Roc was just trying to protect her domain from the problem, I don't think beating her up really made things much better? Either way, I had a ton of fun despite a few minor issues, and the story and the world definitely have tons of potential for a bigger game!

Pretty cute little demo, even if very linear and unfinished! The art style is nice and the premise sounds interesting, I could definitely imagine the different rides as sublevels you can get into, like in Pizza Tower. The funniest bug by far was that you (the player) could actually write on the various placeholder labels throughout the level.


Aside from the obvious unfinished parts, I think the biggest issue is that the player and enemies seem to be a different resolution compared to each other and the background, making the player appear very thin. Regardless, good job getting the demo out, and good luck if you choose to keep working on it!

Thank you for such generous words! I was honestly not confident about this project at all, so I'm glad that you enjoyed it. I think the ping effect can definitely be toned down outside of boss battles (it's actually part of the BGM). I'm also not happy about how long it takes to charge the laser, I think it can definitely be faster, plus maybe the ability to shoot a weaker projectile from a partial charge.

There wasn't actually that much more planned for my "ideal" vision of the game: mainly a few story cutscenes, a second boss, and the player character visually changing with each upgrade. I will definitely try to submit a more finished version of the game for the Super MVM!

(By the way, I'm really sorry I never got around to review you back for Super MVM 31! 😢 It was unfortunate that the vote period overlapped with the normal MVM, plus IRL stuff and me having a near breakdown while working on Magellan.)

Thank you!

Great little game with lovely retro-3D graphics, a fun story, and a super catchy and groovy soundtrack! I absolutely adored the designs of the main character and the ghosts, and the main song playing in the level fit the spooky-cute atmosphere really well.

The controls felt a bit floaty at first, but it all clicked after getting the catalyst; spamming explosions in mid-air to reach sonic speeds was really satisfying. Jumping off climbing vines was a bit awkward at times, and the momentum from the down-blast felt a bit wimpy compared to the sideways shots - although the extra air time and damage capability definitely came in handy during the boss!

The level felt a bit empty and repetitive at times, and it looked like there was a lot more interesting stuff going on in the background than the actual level. On the other hand, it left more room for the aforementioned explosion spam! As far as I was able to tell, some of the pickups hidden throughout the level were health upgrades, while others were simply there to provide flavor text. It was a bit hard to tell the difference between the two, and I missed out on the text a couple times due to moving away too soon.

The final boss looked cool and gave me some trouble, though eventually, I figured out I could beat him easily by standing next to the door and down-blasting him as he passed under me. This made the fight a lot easier, since most of his summoned minions were too far to aggro on me.

Overall, an excellent game that can get even better with more enemy variety and more stuff to do in the level. Great job!

Thank you for your kind words! I'm hoping to add mouse support in the future, since that would definitely work a lot better as a gamepad alternative. I have a plan for a rival sea monster boss fight as well, so hopefully the laser will get another chance to shine!

Thank you! Fun fact, the cross pattern was meant to be four lasers, but due to running out of time I just made it shoot a bunch of projectiles, haha. I'm hoping to update this and other stuff after the gamejam (depending on how busy I am with Deltarune...).

Definitely a challenging game to get into, but there's a sense of satisfaction to be had once you get the hang of combat and resource management! The pixel graphics and animations are pretty nice and I enjoyed the soundtrack a lot.

The enemy variety is very nice as well, with the stone throwers being my greatest bane by far. It took a lot of attempts to build up enough momentum to get to the highest level, but the scythe enemies weren't that tough once you got into the right rhythm of attacks. It probably didn't help that while the character in the screenshots seems to be using a sword, I was able to find no such thing myself and was stuck with daggers the whole time. On the other hand, I found a bug (feature?) where you could mash Drink repeatedly to heal multiple times even if it was your last one potion of a certain type, essentially making each separate type of potion a full heal.

Another issue I encountered was that the UI for the various inventories and shops always expected Jump to be "up" and Interact to be "down", which was quite confusing for me since I bound those features to Z and C respectively. It appeared as if you could also select things with the arrow keys and the mouse, but only using Jump and Interact seemed to actually register the item you had selected internally. Lastly, going all the way right on the bottom level seemed to lead to a softlock pit (unless it's some kind of a secret that I'm not aware of).

All that said, I'm not sure if I'd call the game a Metroidvania in terms of this gamejam, since as far as I could tell, there weren't any abilities to unlock. On the other hand, it certainly had a nice sense of progression and growing player power through its RPG elements, despite a relatively small and linear map. Overall, good job!

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Very fun and charming little game! The music was nice and the glowy art style is lovely, though I do wish the platforms were more visible and perhaps glowy as well, since they're crucial to the gameplay and also to show off their magical nature better.

The core mechanic is cool and works well, though I do think I'd enjoy it more if the game didn't start me out already on the run from an eldritch monstrosity. In the end, I didn't really bother using the weapon at all, and just placed platforms and ran to the right as fast as I could.

Overall, there might not have been much in terms of a "Metroidvania," which I presume was due to time constraints, but it definitely would have worked great as a boss fight in a bigger Metroidvania game!

Interesting demo, but needs a lot more work! I feel like the (presumably) 3rd party enemy models harm the game more than they help due to the mish-mash of styles (since they look semi-realistic, compared to the simpler and more cartoony environment). The level has a nice amount of looping and the glowing lava adds a nice little bit of atmosphere, though overall feels a bit flat and claustrophobic due to the low ceilings everywhere.

It took a while to figure out I was supposed to use the dash before jumping rather than mid-air. Combat was fine, but the enemy hitboxes (both for attacking and taking damage) didn't seem to match the models or animations. The range on the katana is very short and the spell book just feels like a worse pistol. Sadly, I gave up on the boss because his attacks were too hard to avoid and he had way too much HP. Still, good job getting the game out!

Ok then I guess I found an exploit haha, I just started a new save and you can indeed attack and dash right from the start, if you press it immediately after jumping.

Pretty fun little demo! The graphics were definitely very simple and the tank controls took a bit of getting used to, but overall it worked pretty well. The laser was definitely the more fun weapon to use - swinging it around to swipe enemies almost felt like a bit of a physics-based melee combat simulator. I actually found it easier to play with both abilities turned on, since the slower player was easier to control (and it was easier to hit things with the laser). Good job!

I see, then I guess maybe I did find a weapon at some point or it might have been a glitch, because I was able to hit things with my fists but only like 10% of the time!

Very interesting and unique game, reminds me of Dark Souls if it released in the 1990s! I quite liked the ultra-pixelated 3D and the music, although the song playing in the first area was a bit repetitive.

Some parts of the level felt a bit like a bunch of random platforms thrown together, but I liked the sense of scale and the feeling of being a tiny person (robot) in a giant dungeon. Many areas could be skipped simply by dropping down the giant pits - perhaps there had been an intention to add fall damage at some point?

The controls were a bit floaty but workable for the most part. Oddly, it seemed like attacking and dashing only worked immediately after jumping (not sure if intentional or not). In a true Dark Souls fashion, I ended up running past everything except the boss, and managed to reach the end screen despite only finding one part of the medallion.

All in all, a somewhat scuffed demo, but perhaps that's part of its charm! Good luck with future updates!

A great short Metroidvania and great action RPG - definitely a strong contender for the top spot for me!

The weight and feeling of combat were top notch, owing in no small part to excellent sound design and animation. All the characters and enemies looked great, and the minimal art style of the level actually contributed to the atmosphere of the game, rather than taking away from it. Even the story and music were outstanding! The final boss had great leadup throughout the game, and made for a nice difficulty spike and satisfying conclusion.

It was often challenging to remember when to use each ability in the heat of battle, especially after getting the teleport ability. However, after getting used to it, they all weaved into the flow of combat pretty nicely. The only thing I didn't really enjoy that much was the overload mechanic, since oftentimes there wasn't really a good reason to be using that much static, and I feel like it harmed the overall pacing of combat a bit.

Overall, very impressive job!

Interesting demo! Loved the main menu screen and the designs of the protagonist and the boss, though everything else felt very unfinished.

Jumping and dashing are very floaty and it feels like you have very little control over your air speed, making it easy to overshoot or undershoot platforms. The E key (to pick up the needle upgrade) and Right-click (to shoot) are required to progress, but it isn't said anywhere in the game or on the page and I had to find it through trial and error.

The hitboxes for the player attack and the enemies feel a bit unfair, you have to stand so close that it's hard to avoid damage yourself, and your basic swing only seems to hit enemies in front of you despite looking like the character swings above their head. After a while, I just started running past all the enemies.

In the end I managed to find what looked like a boss, but couldn't get past the door to his room. However, I still managed to kill him through the door. Based on how many hits it took, I think his HP was way too high to fight him legitimately! On the other hand, the music was very nice when it played. Overall, definitely needs a lot of work, but good job getting the demo out!

Not a bad demo, though calling it "controlled generation" because you "generate" bombs honestly feels like a cop-out. The choice of mechanics and abilities feels randomly thrown together, and in particular I don't think the level design justified the strange jump mechanic.

The knight enemy who charges you when you get too close was cool but a bit too passive, acting more like an environmental hazard. The boss was a bit generic and couldn't do anything as long as you stayed under its head. Overall, most of the playtime came from the clunky controls and having to restart from the beginning every time. That said, using bombs as the main attack by itself is a cool idea. I also quite enjoyed the music, and some of the artwork was neat, especially for the final boss.

At the end of the day, trying to make something different is a good thing, but I think movement and jumping are the hardest things to innovate just because how used most players are to things working a certain way. In my opinion, the best innovation is often 10% new and 90% old; it's best to give players something familiar first so that the unique parts can really stand out. Still, good job getting the game out!

Very neat game with a cool and unique set of powerups! The environments look nice, especially the forest area, and the level is just big enough to have a sense of exploration without overstaying its welcome. Sadly, I couldn't figure out how to get past the sideways gate and switch, so I ended the game with 88% completion rate.

My only few complaints: Lowering and raising the neck feels kinda slow. The choice for the walking sound effect is a bit odd, since it sounds like the robot is being pushed along the ground instead of rolling on tracks (which I presume it's doing), so I think something more like an engine hum sound could work better there. When I first got to the unfinished area, I managed to position the platform in such a way that I couldn't get back up there again, which made me restart the game thinking I was softlocked (since I didn't know yet that it was just the unfinished area).

That said, those are just minor nitpicks and overall I don't really have much in terms of criticism to say about the game! The physics of moving around and using all the different abilities work very well and I never felt like I was fighting against the controls, which I think is a big technical accomplishment for a game with such a high level of interaction between the player and the environment. Overall, great job!

Thank you so much!

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A very neat and unique idea! The muted color palette is quite pleasant on the eyes, but some elements like the checkpoint flag and the one-way fences(?) are very hard to see against the background. I think the flag should be a very bright color, considering the entire gameplay kinda revolves around it.

The timing for the shift-jump is so tight that it basically feels random. I think the game would flow better if every single obstacle didn't require shift-jumping, since your basic jump is essentially useless without the shift ability, and the shift ability kinda ends up acting like a very cumbersome double-jump.  I also wish there were "real" checkpoints, so that every softlock didn't reset you all the way to the beginning.

Unfortunately, my brain was too small to figure out how to get the very first ice cream, or how to get back out of the room behind the horizontal moving wall. So, I sadly gave up after 3 ice creams. That said, the idea of setting your own checkpoints definitely has potential!

Thank you a lot for your kind words!

Thank you, I'll try my best! (And I love Gojira too!)

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Thank you! Balancing the "giant" feeling of the movement was definitely my biggest headache throughout the development, and the main reason why I didn't really do more with the game (not because it took so long to make, but because I didn't feel confident that it was even gonna be fun at all). I personally like faster controls, so this was definitely out of my comfort zone and honestly felt way too slow for me. But I guess those things are always gonna be subjective!