This game had me hooked for a while, the gameplay loop can be really addictive! I love the spin implementation and the variety of items you unlock after defeating bosses, it makes the whole experience refreshing every fight, good job! :)
Algilrod
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Cute game! Bosses were entartaining and I liked the variety of attacks, although there were some features that made fights a bit annoying. Melee atacks were very risky for example, either you adjust the enemy hitbox or increase a bit the range of the attack, that way it would be easier to do melee damage without getting hit in the attempt. Also I think you should reduce a bit the cooldown on the heal ability, but a part from this, you got a really decent game, good job!! :)
Wow, just wow. This might be one of my favourite games so far. The retro arcade style, the amazing well designed bullet hell patterns, the beautiful pixel art... I liked almost everything from this game and even replayed some of the bosses. It's so addictive and polished that made me forget for a moment that it was a jam submission. I would just say that the theme implementation wasn't really strong, but despite that, I give it a 10/10, amazing job!
The aesthetic and ambientation of the game are awesome and I particularly liked the reload mechanic, which was pretty addictive. I have to say though, that bosses were quite unforgiving and controlls were frustrating sometimes, for example you could dash just while pressing the move input. Anyways, it was a really engaging submission, good job!!
You got a really original and interesting concept here. I love the retro pixel art and the rotation effect looks really cool. I actually had a lot of fun playing it! I like the fact its different in a unique way from what we know as a boss rush. The only issues I had were mainly that it was a bit confusing at first, it was hard to tell if ringing the bell was actually doing damage to the boss or it was just collecting blue orbs. Anyways, good job!!
This almost looked like a steam realease, all fights were really polished and extremely fun, great jobb!! :) Seriously, I'm truly impressed by the quality of this game, a shame that I died to Nexa after beating the rest of the bosses, I was really closeee!! Ahhh, I will definately come again for revenge...
Wow, I saw your submission on the discord and I knew that I needed to play it. And as I thought, this was extremely sick man, it made me feel like I was inside a Hollywood blockbuster some way, but fighting against crazy sheep gods lol. I really loved the story and sheep lore and about gameplay, it also felt great and really fun! The only suggestions that I could give are that on the first boss fight, the slap attack was hard to see sometimes (even with the warning alert was a bit unpredictable), and also last boss has way too many visual effects going on, but that's just my opinion.
First of all, thanks for playing! The audio problem its really weird, its working for me and other people I sent the game. I think it happened me something similar once (but like with a bunch of games on itch) and I solved it by restarting my computer. Try doing that and if it still doesn't work, there's one of the tracks on the trailer if you want to get an idea of how the music sounds like.
Also I will try making an easy mode or something after the jam ends so it will be easier for new players. Thanks for all the feedback! :)
I will explain you exactly how the jump mechanic works, there's some hidden tricks that I don't mention on the game (which it's completely my fault, sorry) that I suppose are making this confusion.
So if you are grounded and you press the jump input you get a specific high depending on how much time you pressed the button (like in almost all games of this style). If you pick a double jump gem, you can double jump on mid air once, but it's not mandatory to do it right after picking the gem. You can reserve the double jump for later as long as you don't press jump on mid air.
Then there's a thing that I call "Corner jump", which may be what is causing this confusion. While you are jumping (no matters if it is a doble jump or not) and you hit a corner or the high zone of a wall, the player recieves a small impulse upwards. This impulse can be buffered by pressing the up-arrows so it has a higher impact. The same applies in this case:
The trick there is to get the double jump gem, jump on mid air, hit the wall and press up for a higher corner jump.
Hope it was useful to you!
I think I will put all this explanations on the web of the game too.
Yeah, definately I should fix that, I even made a speedrun myself and get stucked on the wall sometimes, which was a bit frustrating. Sorry for the high difficulty too, it was okk for me but I guess it's hard for someone that's not used to a platformer game. Well thanks for playing and for all the feedback!!
Thanks for playing!! I really appreciate all the feedback! I will try to replace the capsule collider, I know it generate some problems, but when I was developing the game and added a square collider to the player, it got stucked with the colliders of the tilemap so I haven't any other option than that. Also I sadly haven't time to add some sound effects :( After the jam I will try to improve that aspects if I have some time
Loved the atmosphere, it was really creepy and scary. The artstyle is simple but it really works well. The mechanics are really well designed, but I felt that I was pretty lost during my playthrough, I didn't know exactly where I was supposed to go. Also I would have loved a jump input for better platforming, but good job anyway! :)
The interpretation of the theme was pretty cool and original and the art was amazing, good job :)
Feedback:
The movement was great overall, my only complaint would be that the dash felt a little unresponsive (sometimes you don't know when the dash is going to end and you finish falling off the platform) and its cooldown was a bit too long in my opinion, but nice work afterall!!