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A jam submission

Stay SharpView game page

Knife-Balloon-POP!
Submitted by skarvik — 3 days, 18 hours before the deadline
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Stay Sharp's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1lBgzolcmRW7zDCtRQ_gpmqZcL4cPQVuR_JYdpjt5TQU/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
Stay Sharp is a 2D platformer where the player takes control of a kitchen knife and must navigate (bounce) through a kitchen to pop all the balloons while carefully avoiding obstacles so as to prevent the sharp edge of the knife from getting damaged.

Please explain how your game fits the theme:
The player takes on the role of a kitchen knife, which can be considered a weapon.

Is there anything you'd like the judges to pay particular attention to?
Nothing in Particular.

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Comments

Submitted

This was an incredibly cute game. Your choice of music was absolutely perfect. I couldn't manage the level with two cabinets you had to get under with a little outcropping in the middle. That was so difficult. But I was really enamored with it

Submitted

During first level I thought "why is it so easy" and in second level I thought "oh here it is". fun little game got stuck in 4 level. I liked the speed as it is now it was nicely challenging. Also the knife on spring is very adorable.

Developer

Thank you very much! I'm glad you liked it.

Submitted

Platformers that limit the control of the player always present some unique experiences. This game feels like it has some interesting mechanics to offer but are locked away behind knowledge checks I can't quite figure out. Feel like it would have benefited from slowing the game down like 25%

Developer

Thanks for playing the game and for your valuable feedback! It looks like the game mechanics aren’t as intuitive as I thought they would be. Did the confusion start right from the beginning, or was there a particular level where things stopped making sense? I’ll look into adding some guidance/hints in the early levels to help players ease into the mechanics.