Thanks for the feedback! Rotation is something we considered, but ultimately scrapped so the controls were simpler and there was less to think about while trying to concentrate on dodging. There were a lot of ideas we were looking to explore, but ultimately we didn't have time. Enemy nuclei sounds like a cool idea. Thanks for playing!
1nterrobang
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Some sound would have went a long way to make the game feel more polished. I think it's a very clever idea, and something I haven't seen before. My only issue is that I had the most success placing and firing a single bullet, or just stacking them in place to increase their speed. I didn't feel any benefit from creating long risky chains. Overall a great start, and the art works very well.
The was the my favorite game so far in terms of art and aesthetic. It very much reminded of me of LIMBO, and the art and effects all worked so well together. The gameplay itself is a cool start, but the movement felt a bit sluggish when enemies were added to the mix. Some other movement options, like releasing the first head and going freefall, could help in making it feel more reactive and faster paced. A great start, and stunning art. Well done.
This was a pretty fun experience. My only complaint is that the physics for the connection between me and the saw seemed a bit finnicky. When it's so important being able to control the saw, it's vital knowing how the physics works and it being predictable and consistent. Obviously this is challenging in a 48h jam, so it's understandable. My high score was 6, I kept killing myself. Great job with the game.
I couldn't figure out how to get past the first enemy. I refreshed a couple times and tried only attacking, but I couldn't get it to go down. The concept is cool, and I liked the art for the enemies. My favorite part was the background effects for the battle scenes, they were just so energized. Would be cool to see this fleshed out more.
The concept is great, could use some more levels, but that is the curse of a short game jam. It has a lot of potential. The movement link was not exact between the red turtle and green turtle, which allowed me to space them when I shouldn't have been able to. For a puzzle game, this should probably be worked out to make levels more deterministic. Overall, very cool idea and the first levels shown here promise a lot of potential.
Cute game, I love the art. I was very confused how to get past the first screen for a while. I thought I was trying to get the characters onto the platforms of their color. Some arrow or something more intuitive would be helpful to direct me to reaching the edge of the screen. The platforms were also a bit finnicky, but the game has a nice charm to it.
This was an incredibly clever puzzle game. The concept is simple, yet I haven't really played anything like it before. The puzzle design for each level was pretty good as well. It could use some polish on the jumping animations. Also, some small effects such as the selection arrows bobbing up and down, or the currently selected frog being highlighted could go a long way to making the controls feel more reactive. Overall amazing work though.
The game looked great, but I quickly got frustrated playing through the levels. It seems impossible to beat them without dying to every enemy at least once first. By the time you find a zombie, you are already dead. The only way to get past them was to know where they were before seeing them. It is a great concept though, and the atmosphere was very tense. It kept me on the edge of my seat.