I was finally able to play it just now. Love the visual style, and the concept is nice. It was really hard to create my first minion since moving and taking damage cancels the casting. I was only able to do it after some of the enemies stopped moving; not sure if that was a bug or intended. The game could also do with some more visual clarity. I didn't know you had to hold to cast for a long time; maybe some kind of progress bar or other visual indicator would be nice. If the enemies not moving sometimes is intended, some visuals about what's going on there would be nice, too. Overall, great idea, and I hope you can improve the game more in the future!
Alecajuice
Creator of
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Hey, I just watched the stream where you tried playing my game, and was surprised at how much you were able to break it! In the moving platforms puzzle, you were somehow able to get the platforms to desync, making the solution trivial. Still have to investigate the cause of that. In the last puzzle, spawning a new cube while the old one is still on the button causes the button to permanently stay down. I will have these issues fixed once the voting period is over. Sorry for the issues, but I'm glad you enjoyed the game!
Discovering a family member's story while sorting through their belongings is a pretty good concept. Wish the story was more in depth, but good starting point. Sometimes it was hard to pick up items behind walls/obstacles without rotating to a very specific camera angles, maybe disabling the colliders on those would make it easier to pick those up?
I think this game has potential to be really fun! I love the concept of starting at max level and having to choose which abilities to downgrade. It naturally makes the game harder without having to completely overwhelm you with enemies. Some feedback:
It was really easy to just pick one or two dump abilities to downgrade all the way (for me, shield and strength). The shield was pretty useless since it stops your movement and allows enemies to surround you and gaining XP is bad, and there weren't ever enough enemies to force me to need to kill my way out to survive. To fix this, maybe try to balance the abilities so there is no obvious weaker ones (maybe make the shield explode out and apply knockback to enemies, and increase the amount of enemies to force you to use the sword), and/or make it so an ability won't show up on the downgrade options if it is several levels below the other ones.
The sword hitbox was really small, and it was really hard to hit enemies without taking tons of damage. With no way to heal (probably? I didn't notice any way of doing so) and gaining XP being bad, it heavily discourages fighting enemies. Perhaps make the sword hitbox larger and add incentives for killing enemies (health drops?). Also, it was pretty difficult to tell when I've actually hit an enemy, so some clear visuals for that would be nice.
Overall, really cool idea for a game. I'd like to see you explore it further!
The audio and visuals look and sound great! It was fun to run over the props on the road. Sometimes the field elements will clip into the race track, but I don't know if that's intentional. The race track is pretty narrow, it might make it more fun to drive if the track is somewhat wider; it's especially hard to turn at really sharp corners with a keyboard.
Very interesting concept, I liked the idea of having to cycle through movement and combat abilities and being able to reorder them for the situation. Some of my feedback:
The buttons in the equip menu were very small and far apart, although maybe it's because I'm playing on a high resolution monitor. Since the game doesn't pause, you have to be fast when changing your loadout in combat, but it's very difficult to click on the small buttons.
The double jumping is kind of wonky, I thought my space bar was going to break from how fast I had to spam it to be able to double jump correctly.
The bosses are pretty difficult, which is fine by itself but it's really frustrating to have to start at the very beginning of the level when you die, especially if it's a long platforming section. I wasn't able to defeat the halo boss because I felt frustrated at having to do the difficult platforming section over and over again, and because I didn't want to break my keyboard from spamming the space bar so much.
Overall the game is definitely really fun and the memory mechanic is a very cool interpretation of the theme. Given some more time this could turn out to be a really cool game!
Sick game, I loved the metal look and feel and the concept was a nice interpretation of the theme. I really liked that the music and level design got more and more intense as you progressed. The jump attack feels incredibly satisfying to pull off and the stumbling and roll mechanics punish you adequately for messing up your movement or jumping at the wrong time. The animations are really smooth and well done. Looking forward to the final release!
I love this game. Although the controls and concept were a little unclear at first, the mechanic of the game is a really interesting interpretation of the theme. The pixel art is charming and I appreciated the buttons for restarting, muting audio, and skipping the opening sequence. The last gas can at the top was really difficult to get, especially since the charge time of the jump is so long and the enemy sometimes speeds up when you jump over it. Also, there might be a bug with the gas can collecting since in my first playthrough collecting the bottom and middle gas cans completed the game somehow. Overall, great and original concept with a charming execution!
Pretty fun little game. The art is beautiful and the core gameplay loop is addicting,
Some feedback: It got pretty impossible to charge superpower later in the game when the ninja is moving faster. It reaches this point pretty quickly, too, so by the time I learned how to play the core game it was too late to charge superpower, which is a real shame because it's a cool mechanic with some sweet visuals. Maybe tweaking the charge conditions to make it easier to charge superpower or making the ninja accelerate more slowly would fix this problem. Also, the "0" keybind for superpower is a little awkward to use without a numpad, maybe consider a keybind that is more friendly for smaller keyboards.
Nice work on this game!
Nice game! I love Portal and The Stanley Parable so it really scratched my itch. The dialogue was witty and original, and I really enjoyed it.
A couple bits of feedback:
It always seemed optimal to fully charge the ball throws, so it felt a bit clunky having to wait for the bar to charge every throw. Perhaps removing or quickening the charge time would be nice, although maybe you intended to make levels where the strength of the throw actually matters.
The dialogue for entering the first room made me think of this, but this game might be really hard for colorblind people to play! I understand accessibility features are a bit overscoped for a game jam, but if you ever bring it to a full release it's something you should consider.
Other than that, really nice work on this game!