Thank you! Doodle jump was an obvious inspiration, but I thought the time collecting would put an interesting spin on it. Glad you thought so too!
Jex
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This was a fun little experience! It's not very deep but it was still satisfying to play and using the crank is always a good time. I would have liked the option to use the B button to shoot as well as I find it more comfortable to press while cranking than A. I'm also not sure how this fits with the jam's theme, I can think of a few possible interpretations but a lot of them feel like a stretch. Still, good job with this one!
This was a great game! I could see this being a really fun full release if you ever decide to expand on it. My only criticism is that it feels like the jam's theme was a bit of an afterthought. While you do have a timer, it feels superfluous, especially when you can turn into a stone on command with "B". I realize you added the ability to turn at will because the game would be obnoxious otherwise, having to wait for the timer every time you wanted to place a stone, so here's my suggestion if you decide to expand the concept. I'd remove the B button as a way to turn into stone and add some way for the player to get time back. Maybe some kind of pickup would increase time remaining, or the timer could pause while you're in water. Alternatively, as the post jam version wouldn't be confined by the theme anymore you could consider removing the timer entirely.
Either way, what you have here is a really enjoyable game and I only harped on about the timer so much because I have nothing else to give criticism on. Great job!
Hi! I'm glad you enjoyed it!
I noticed the pause menu issue but for some reason it wouldn't let me flip the screen back in the function that runs before the game pauses, so I figured I just had to live with it. Seems like either a bug in the SDK or it's not supported at all.
I appreciate your feedback, and I'm glad you enjoyed it!
Hey, we both made sideways games! I enjoyed the controls, they were simple but effective and made for a fun 1-minute experience. I only have two major criticisms- one, it seems like it's easy enough as is to catch every single bubble because you have so much control with the crank- this might not be ideal for a highscore game. Two, I want to see my highscore after the game is over! It's hectic enough that I didn't get a chance to look up there during the gameplay. Still, I played through a couple times and I believe I caught every single bubble on my last attempt. Very fun and good use of the crank.
This was an interesting entry! It made an interesting use of the crank in that it's awkward to switch between cranking and button pressing. I realize it's the point, but this did make the game a bit difficult to play physically and I wasn't sure how to hold the console. I would have liked to see what wave I got to on the end screen as well, as looking down at the bottom during the game isn't always ideal.
It feels like the roles are less "reversed" than "mislabeled". I also felt that the super jump was awkward, and seemed to be a bug that got implemented as a "feature" rather than being fixed. Still, I enjoyed the artstyle of the game and it was the perfect length for a game jam entry- long enough to explore the idea but not overstaying it's welcome.
This was a fun platformer, and felt like it could be right on the NES. I played through a decent chunk of the game, but couldn't get past the level that introduces pterodactyls. There's not a lot of time to react to them since they swoop down, and it felt a bit cheap to me. I guess that fits the aesthetic though! Despite them, I enjoyed my time quite a bit.
I enjoyed this game! While it lacked polish in some areas, the gameplay felt good and I enjoyed the variety of enemies and weapons. I think my only criticism of the gameplay would be the additional abilities, the spin and the shield. Perhaps I don't see the utility, but the spin felt very underwhelming to me. It was difficult to reflect more than a single bullet with the spin and I felt like my time was better spent shooting since you get locked into the animation. The shield on the other hand felt overpowered, especially during the boss fights. The fact that you could leave shield as soon as you want made it by preferred defensive options (besides dodging).
Either way, I enjoyed the game quite a bit. The anthropomorphized trash as enemies made me laugh in a grim "we're killing our planet" sort of way, and the variety of enemies was really great (even if a lot of them were palette swaps).
I'm a bit of a wimp when it comes to horror games, so take this with a grain of salt, but I felt like this game had just the right combination of tense atmosphere and genuinely terrifying visuals to create a scary experience. Despite being a 2D pixel art game, the developer was able to still create that atmosphere, which I think is really impressive.
It's a short and... well, "sweet" isn't really the right word for a horror game, but I think you get the idea. Despite being a short game, there's a lot of variety in the scares so that no two playthroughs are 100% alike, and I'm sure there are many spooky things I missed throughout the three times I played.
If you're looking for something spooky that isn't too long, I'd recommend this game!
I liked the idea of this game, I feel like it could be a chill mobile game. That being said, I do wish I understood the mechanics better. I did start to understand some things, but I still felt like I was missing something. Still, it's pretty cool, and if it was fleshed out into a full game it could be something really interesting.
Interesting concept! I also made a bullet hell game where you can't move and we took it in totally different directions. I'm not a fan of how short the game is or how the dynamic camera can glitch out, but overall I like the idea.
Also, what are the numbers in the top left of the screen for? I couldn't figure that out.










