Nice puzzles. I liked the extra challenge of getting the fish. On the best levels here, going for the fish makes you rethink about some level elements that were trivial without it.
XenoZane
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"Placeholder art" my ass, this game looks awesome. The animations are so charming. The sound design and music growing as the machine plays is wonderful. I wish there was a bit more depth to the gameplay than just chaining together a bunch of stuff, but it was an incredibly enjoyable 10 minutes to play this game. There's some small technical issues and some web performance stuff but who cares it's a jam. Great work.
I played a few holes. The collision boxes of the penguins not being accurate to the sprite was a bit rough, and waiting for the penguins to come to a complete stop is a little tedious, but I thought the concept and execution here were very cute. The little rounded square penguins are especially funny, and I like their little noises.
Here's a longer paste with the full console output from my play session, maybe this can help find where the index went oob https://pastebin.com/sBTVZGff
Great art, had a lot of fun playing. I like the way the mess compounds and lingers. I was doing really well and actually caught a crash. Understandable for the scope of a game jam but I did save the console output in case it helps debug (It doesn't seem super helpful though) https://pastebin.com/mWhdHZL2
Other than that crash it was really fun with cute art!
Oh wow, really interesting. Such a slow and heavy character I thought at first, but as I played more I realized how to properly utilize the wavedash and such to build up crazy speed. Unfortunately the wall-running segments are really janky and frustrating, but I had a lot of fun discovering the miscellaneous tasks on the island and understanding the depths of the movement. I'm surprised at how you made such a heavy and slow character feel fluid and slick moving around. Nice presentation too.
I think the visuals here are pretty great and the character's spin on the jump feels pretty slick even if it's just a visual. I had a hard time getting into a flow with the movement, felt like the platforms were maybe too small for my fast movement and the grapple was difficult to use efficiently. There were only a few places where the grapple felt meaningful to use? This kind of grapple mechanic is really hard to get right so I admire anyone who tries this at all.
Crazy idea. I had a hard time getting the hang of the controls and still don't quite get the slingshot, but I like that you're doing something weird here. I did appreciate being able to hold multiple guns and trying to juggle many at once. I will note that the game did not run on Firefox, but I was able to run it in Chrome, so maybe a warning about that in the description somewhere could help people.
I love this sort of puzzle. The timing elements were surprising but they worked well together, especially when you get the spacebar ability near the end. I'm impressed with the amount of game in here! I think some sort of map might be nice but I was able to straight shot to the end without getting lost, so maybe it's not necessary. I missed some side rooms (finished with 86 coins) but this was well made. Reminds me of puzzlescript games.
It took a little while for me to understand it (I somehow didn't realize that there's more than just the starting platform) but once I got into it it was very fun to blast through the courses. Very hard to course correct to hit the small targets but I like the leniency of the tricking to recover if you might fall off. Bowling ball mode was cool but a little hard to utilize. Very funny game, I like that there's a whole variety of end cutscenes based on your rank, that's a lot of detail for a jam game. Get a Celine Dion song in here and you might surpass the original Titanic.
I really like how the hazards are all timed to the music, and the music seems to build as I go through the level, that was very cool. Fun character & enemy designs too.
I do wish there was more clear feedback on death. For example, I was unclear what was actually killing me for a while because I thought the sound waves from the speakers were decorative, I didn't realize the red waves killed me. The camera was also a struggle, it felt like it was lagging behind me where I'd prefer it to lead ahead. The movement felt surprisingly heavy and it felt like inputs got dropped sometimes (maybe I'm too used to games with generous buffers?). I realized quickly that I can jump infinitely in the air by shooting repeatedly which broke a lot of the level design. Also the respawn time is very slow which feels bad in a game that kills you in 1 hit.
Neat game, I like that the buffs stack permanently. Some things that should be good, like speed up, begin to have drawbacks (too fast is hard to control!). Although, it makes the starting hand really important, I had my best runs when I reset for a good starting deck. It would be nice if I saw which bad cards were in each draft, since I could then make a more reasoned decision.
Ok, after playing a few more times (and beating it), I think it's very shallow strategically as a deckbuilder, but I like the weird outcomes from permanent buffs. There's a dominant strategy (get multishot, health up, and heal early) but I had fun finding it. Because of the enemy AI, I tried to avoid ever jumping, since it was far easier to manage the slimes when they stayed on the ground. This left me opting out of every single movement card.
The art is cute, but not as legible as it could be. I'd like to see more feedback on getting hit. The lighting is very nice. I'm not sure the music fits the tone. My only note on SFX is that the player getting hit should probably be a different sound to hitting the enemies.
Funny little Daniel Mullins-style game. The ambition is impressive, there's 2D art, 3D art, and voice-acted dialogue here. had a great time with the story mode. I tried the endless mode. I don't think this game is as fun when you've already seen the gags, so I'm not sure an endless mode & high score leaderboard is warranted here, but I'm still impressed they're there at all!
Wow, really fun and impressive. The scoring mechanics are really satisfying and quite deep. It clicked for me when I realized the chasing fish only give a small additive score, so combining them with the stars was optimal. Very clever, and the VFX + SFX on loop completion are incredibly satisfying. The gently scrolling camera adds a lot of depth in some subtle ways. Graphically, I particularly liked the filled loop background and the stars. Really nice work. There are a few enemies that really need sound effects, like the laser-shooting clams. But overall this is a very tight, compact little game.
Cool idea! Timing the attacks with the board was interesting, if a bit difficult. It would be cool if there was more control over what gets added to the board and where. It would also be nice if there were more sound cues and maybe warning indicators for the spike balls, since you often have to run to the edge to pick up a gem.
EDIT: I had to go back for a few more runs. Actually quite a cool concept. Had some interesting moments where I would deliberately avoid a heart on the ground when I was at 3HP, giving an additional thing to dodge. My best score was 29.
Thanks for playing! We made this for a jam and haven't gone back to do a balance pass since, and I agree with these points. Enemy scaling needs a lot of reworking, it scales up too quick early on and becomes completely irrelevant once you get strong enough. And Twitching Eye is easily the best item. There are at least multiple routes to breaking the game right now, but most of them do involve the Twitching Eye, which makes those runs feel pretty homogeneous. Would love to hear any thoughts you have on how you might rework some of these items or shop mechanics.










