Excet for the theme, you hit 5 stars in all the spot! Great audio, satisfying mecanics and player feedback. Thsi game felt like a blast to play, it kept me on the edge of the seast for it's three levels. Level design was very clever, although movement was a little cluncky, it still felt responsive. I feel you have a concept that could be explored even beyond a jam. Great game!
Soleil Levant
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I really like these turnbased games. I grew up playing JRPGs. I just would love to see a game that used those turn mechanics in a way so innovative that chagnes everything. I feel your game hitted that spark of what if we do something different. Iloved that, and I definitely feel inspired to do the same! Hope to see you in the next jam!
So, besides theme, which was lacking in your game, other than dyign and restarting the level, your game was SOOOO cool.
You had just 4 simple mechanics: spikes, plataforms, darkness (and darkness pits) and moving plataforms. But you exploited these mechanics to the limit.
GREAT! exposition, of all the game that did restart as a plataformer mechanic, yours exploited it to the most, and fulles. Great job there.
Music was simple, but in combination with the way you introduced the game, it really left an impact. That was great immersion and storytelling in a simple manner.
Level design is very clever too, except for the pixel perfect jumps. Id say that if i'd choose something to improve the level design, it would be the addition of coyote time.
Great entry, very solid.
Please play our game!!!
So, the originality was not a thing, almost all the games where very similar to this game.
I liked the sound effects, i think that they do a good replacement for a soundtrack, but I think a good music would amplify the theme.
Not much to say, but it bugged after i died into the game so I couldn't finish it
for how simple it was, this was fun! basically flappy bird with spikes
The take on the theme was the same as all other games, just dead as restart.
There was only one mechanic in the game, but it was exploited nicely with the upscaling difficulty, creating a satisfying game loop, althoguh.. well it's flappy bird, sso it's basicallly a reskin.
Nice job on the game tho, it felt sticky and addictive, I played a couple of rounds.
PLease play our game!
OK, so the adderence to the theme was like the sam as the thers, a plataformer that resets when you die. And I'll be sincere, I think that Turn-based combat was good some years ago, but after playign FF 1 to 15, chrono trigger, legendr of dragoon, legend of mana, mythwars, what not, the mechanic has aged terribly. I liked the twist that you added to spice the turn based combat: the plataforming sections, great and imaginative idea here. But it made plataforming feel encumbered, and combat feel as a nuisance. you have to come up with mechanics that make combat shine, instead of tarnishing it.
There was also the fact that there was a story, but I never seemed to find where to continue it, and I just killed a bunch of monsters
There wasn't much depth o strategy in combat, so it was mindlessly pressing the same button over and over until someone died.
I liked what you tried to do, great job!
PLease play our game!
A good twist from the plataforming games everyone did, but to be sincere, I never used the restart way point.
Your music feels so good, i love it.
The game had some bugs on stat placement that allowed me to exploit the game terribly, which made me able to just stand there and take damage from any ship while shooting and killing evrything without dying.
Iit was very fun! simple mechanics in the game, but they are very compelling, nice job right there!
It was a very good game.
Please play our game!
The adderence to the theme was kinda just the button to reset everything, and it was more of a side dish to the main jumpling mechanics. almost every other game in the jam is a plataformer with a reset button.
The music was incredible tho. MEchanics were kinda not very well conveyed so it was unclear what needed to be done, maybe my fault becaus eI chose to take lvl 3 from the begining. No fugs resulted frommy gameplay. Nice!
A good game in average
PLease check orur game!
I can see the idea here on the game. About trying to maintain your stalls as much as possible butthe execution wasn't the best. It was unclear how to execute most of the actions, like fixing the gumball and all the other stuff in the list that wasn't restocking. I like the idea behind it, but it need some more polish and execution.
I couldn't find an bugs, although I couldn't test all the stuff tehe game had to offer I think.
Congratulations on making a game! great job, this effort will help you improve in your future projects.
Pleas eplay our game!!!
The blocks that are freezing in time when you click them are a good mechanic, but it was't that exploited until the last level. Also, it tried to explainthe mechanic with the blocks falling to lava, but I foudn a bug here that allowed me to jump on lava, so I didn't had to use it.
The restarting the level after dead or at will in a plataformer wasn't a very original idea, since it was what most other games did, but your idea sticked to the jam, as you had to reset the level to get the coin and the ending of the level. Sadly, this is not a very original implementation of the theme.
The sound got the job done, it was a short loop that setted the mood for the game, not terribly oog, but not bad either. Of all the mechanics you added, I think the freezing block when restart is the oen that shows the most potential, and that add an interesting twist to the genre you chose for your game.
In general, there were a lot of bugs that broke the level design that you had intended, from colliders sticking character to the walls to infinite jumping. But for a jam game, this is ok!
Congrats!
Please play our game!
Hey! player your game. The killing your self mechanic was pretty nice! although tiit sometimes also broke the game. The kill yourself levels I could finish them by just pressing rigtht and never letting go (except for the one with the red switch, that was a nice twist).
In general, I think your idea of using dead as a mechanic was nice, very nice! The mechanic of multiplyign yourseld on tdead with spikes was good, but not executed in a way that proposed a challenge, maybe you could lean more on what you did with the red button and spikes puzzle. Also, there was a bug caused by the amount of time syou died, after 1000 times it kinda starts freezing, and since the amount of bobs multiplies, it's easy to break the game this way
It adds perfectly to tehe theme, but restarting being character dead on the game was not a very imaginative approach to it, in general almost all the other games did the same.
About the block you left behind upon dead, this was the mechanic that was most explored to the end, and levels were alternated between dead with spike spuzzles and block leaving puzzles. This mechanic was satysfying and made the puzzles fun to solve, great implementation of that!
In general, you did a great game! congrats.
Please check our game, and tell us what you think!
Dude! played your game. It was a very minimalistic concept, which allowed you to exploit the storytelling to the maximum through game play. This is a very interesting kinda visual adventure. The cleaning up mechanic feeled in theme with the story that you were telling, to the point that when I got to understand what was going on, I legitimately felt unconfortable for all the rooms I had cleaned before. the story was simple, but what's important here was how well you guided the player thgouth the experience to discover what was really going on with the eyes, the notes and you yourself being a janitor. A good example that games built aroung their storytelling can be just as good as games build around fun mechanics.
(By the end of it, I was feeling watched and followed,)
About its core Game Loop, it felt good for the whole experience, but it feels like longer gameplay could get a little tedious, though I could see hoo you could turn this into a great horror game (where you are the killer! nice twist)
glad to see you looked it. The idea we had with the slow labs was that it is completely safe, although confines fuel at the same rate as the other lanes. Sadly, we didn't manage to completely implement safeness on the slow Lane, but it provides certain degree of shelter. Maybe some speed Powerups would indeed spice up the game
Ok, I coudln't play it myself, but I watched the video on your game. I think that the way you did the puzzles us pretty conveying and self explanatory. For example, the jey to the heart shaped lock was a heart shaped key. I feel that sometimes hte controllers can be buggy and raycasting to the elements you're clicking sometimes gets interrupted by something else, but it si totally comprehensible for a Jam entry. I really love the demon theme and the whole visual style you chose. I think that the idea of a scape room is pretty good, and makes an interesting point and click adventure, although I cound't see any indicators towards what was the lose state, besides of being trapped. Perhaps you could implement a timer like escape rooms do to increment the sense of urgency. Also, for me the puzzles where very obvious, but not everyone seems to get them as easily, so implementing a clues system might perhaps help the player not being annoyed. Great game
Hey there tai! for some reason we never considered to add a way to quit the game. Indeed, it was a dumb thing to do, thanks!. About the control of the car, we kinda wanted it to feel that way, thatś why the car moves on by itself. Thank you very much for the feedback tho, it helps us see that this mechanic is perhaps not the most fun.
Great game! i liked the mechanic of changing walls to evade everything, and the score system. "Definitely in hell"is a great way of defining where i was hahaha i liked it a lot. It has a great design, and pretty easy to understand. Maybe you can teach the game mechanics on the game itself, instead of a tutorial. But it is just that I hate tutorials
I got to the scroll but can grab it. I think you got a bug there.
what a very clever mechanic you got there, of chanign colours to dodge the chess pieces by changing color! although what happens if osmeone doens know how the chess pieces move? I guess that reduced the accesibility of your game. I like the concept, and overall I think i could expand for a big puzzle game. Great job!
Edit: After a while i figured the scroll wasn the ending, but some sort of check point. Still, I died later and it took me back to the begining, instead of the scroll. Still a great game
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