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(+1)

Thank you for the feedback! much appreciated

The controls were intended to be kinda difficult but not that much
Sadly we had lots of problems with the colliders and didn't have enough time to search and study what we needed to do to fix it so it works with a lot of patches for corner cases, we're looking forward to improve all this aspects tho and it was fun for a first try with both tiles and a funny movement system!
Something we found out is that when you're stuck you can try to jump and cycle around, most of the times you get unstuck

The buttons in the menu broke around half an hour before the deadline and we were rushing the map creation so we decided to just focus on that and the 16/15 is because I'm bad with math (I didn't count the strawberries)

We also had to redo the level from scratch at around 1 and an half hour from the deadline, that's why it is kinda short, we tried to add verticality but didn't really work into making the level look longer lol

We are proud of the result tho, considering how much time we had!
(+3)

Ohhh my goodness, bless you and your team. That sounds like a nightmare in crunch time. Either way, it was still enjoyable, and even with the buggy colliders, it got a chuckle out of me to watch a goat float off into the endless expanse lmao. 

There was a clear goal and idea in mind, and that's what matters at the end of the day. GameJams are sooo limiting in what can be controlled when working under such a restrictive time limit, so the potential means a lot in seeing what can be made. And I found you work to be expected in quality, yet still relatively complete! All these factors needing to be balanced cannot be easy, and I really am happy to hear you are proud of what you've made! 

Now get some rest, good lord ahah