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A member registered Nov 30, 2017 · View creator page →

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Hey! First of all thank you so much for playing and leaving such a nice review. Reading stuff like this is what makes me keep making games. 

So I'm overjoyed there's a game based entirely around this concept.

Honestly I've been doubting for a while wether it's a good concept or not, since feedback on it seems to be mixed. I've tried a few variations but none of them feel good. I'm happy that at least some people like it though.

I like that the levels are less about completing them but instead completing them quickly.

That was exactly my intention! I'm glad you liked that approach.

A gripe of mine is that I wish you could reset the level in a single button press. Having to pause the game and select reset level takes too long.

You can! By default it's set to R on keyboard and Select if you're playing with a controller. The Steam release will include controller button mapping too.

when I played gauntlet mode the pause menu was in French

My bad, I forgot to translate that part lol. It's in spanish.

Thank you again for your comment. Really makes me happy :D 

Hey, thanks for playing! You can remap keyboard input on the options menu.

Hey thanks for playing! When you said that thing about not being able to enter the gauntlet, I immediately knew why it happens. I recently added a 4th world, but decided not to include it in this demo. So I deleted the world but forgot to delete its stars requirement. Thanks for catching that bug!

About the character, he's not supposed to be a rabbit, he's supposed to be an alien. But everyone thinks he's a bunny so I guess he can be an alien rabbit lol.

Peak game and absolutely GMI material. Good job!

I encountered a few bugs that I also saw mentioned in other comments. Also, the whole screen seemed covered in a noisy texture, which could be a stylistic choice but I would tone it down a bit. (maybe it was stronger on my pc since it's an old ass computer and the graphics card is shit? It could've just been buggy).

On the other hand, I think the character felt good to control, there was lots of juice when shooting the water cannon thingie, and charging a shot with rmb was cool. I also really like the art direction. There's a lot of thought put into the visual style that can be seen in things like the characters, assets, and menu (in-game UI could use some improvements though). The game's very visually cohesive and endearing, it's clearly a labour of love. There's still a lot of work to be done though, and it's not a small project. I'd consider lowering the scope of the game, and working on getting the main gameplay loop done asap. Ganbare!

Oh no...

Pretty fun concept, although it felt like I couldn't lose at all (I didn't even understand if  I was taking damage) until at one random level I lost every ball. I feel like after tweaking some numbers and expanding the concept a bit further the game could be very fun.

I'm working on it!

Excelente juego. Increíble trabajo. Estaré esperando updates!

Really cute game! I like the super sized tetris pieces :D

I love all of this! The artstyle, music and gameplay are all great :D It reminds me of Tetris'D, a game that I used to love as a kid.

I wish there was a .exe version :( I can't seem to be able to move the boxes. I'd gladly try it again if you ever put up a .exe export!

Nice idea! It's like a mix of that old pizza cutting game and classic unit based strategy games. It would work great on
mobile too, I'd throw in some new levels, some mechanics, and publish it on the playstore.

Really cute little game! In just a few levels it manages to explore a wide variety of situations where the player needs to find creative uses for the main mechanic.

Really fun mechanic and cute aesthetic!

very good game i rate 5/5

I'm replying to an old comment, but the code is a mess lol! I made a data structure to hold all the dialogue sequences, but I didn't include a way to add extra information besides who's talking, what they're saying, and what sprite they're using. This meant that whenever I wanted something unique to happen (like a change in scene), I'd have to find a way to hard code it.

For example, there's a bunch of Mia sprites that are just repeats of other Mia sprites, and I'd use them to trigger events in-game. My code was something like:

if (mia.image_index == 5) change_scene("outside")

The system doesn't scale well, it won't allow for different paths, and can't handle unique events at all, but it was my first time doing something like this and we only had two days to make the whole thing, so I'm happy it still gets played. Thanks for playing by the way!

Thanks for playing! We might one day :D

Really fun game! I'll be waiting for the inevitable Frankenstein sequel.

I had some issues getting this game to export to browser, but I'll try again!

Thank you!! <3

Hey! I'm glad you felt that way since the theme of the jam was "out of control". Thanks for playing!

对不起,我不懂中文 :(

I thought it could be something like this! But man the game really is great, I'm amazed at how much stuff you managed to put into it. The motion inputs are also pretty cool! They make doing the superjump feel a lot more tactile.

This was great! I managed to beat the game, howerver I didn't have to go through the abyss... I got to some ritual place through the abyss once, but didn't get why it happened that time but not others.

cute!

Nice idea! I like the cannons that shoot as many bullets as the dice value.

Simply amazing

PESCAO RECONCHETUMAREEEEEEEEEEEEE

Really cool little thing! Although there isn't much to do yet, what is there is extremely polished. The bug sfx are especially icky with all that panning (they made me feel uneasy lol). The ambient lights and pixel art look nice, and exploring all the endings was also fun to do. You should keep working on it. Maybe add some more threats, dead ends, etc. it has potential to be a nice horror game!

Cute little game! Making the boss flash white for around two frames works wonders for giving feedback to the player, it doesn't take too long to implement and affects a lot of how the game feels. Screenshake when the boss attacks, sound effects, etc. all add up to make the game more juicy, which is a core part of these types of games. The art is cool, I especially liked my moth friends!

This was an incredibly well made game! I don't really get how it incorporated the theme though. Maybe changes to the world are permanent, although that feels a bit like a stretch. Other than that, it's perfect in every way!

Pretty cool little game! I played with keyboard and mouse, and know that's not the intended way but I don't have a controller. I think the sword range could be shown a little better, as it's hard to tell how far it will reach. The sword swing has a lot of startup frames and cancels itself when spammed. That's cool for forcing a more methodical approach, but having it cancel into itself feels sort of clunky. I think the idea has lots of potential and would love to play it once the keyboard+mouse input is fixed!

Thank you so much! Reading this made me really happy :D We'll keep working on it after the jam ends, and hopefully turn it into a more fleshed out roguelike (still free of course). I can let you know when we're done if you want!

I'm glad you liked it! I completely agree with you, especially at the boss stage since you get tons of upgrades and it's a bit bullet helly, so it's hard to dodge when you're constantly interrupted by upgrades. I'll take that into account when finishing up a web build, thanks for your feedback!

I'm glad you like it! And yeah we are going to turn this into a real roguelike (not that big but with the usual stuff), I'll make sure to make a post when we're done :D

Pretty cute! Character movement and animations were cool, but triangles were rude :(

The idea was a roguelike where the upgrades that you get are permanent, but if that's the case then getting to the end was inevitable, which is why I thought about a timer that forces you to play fast... Eventually we stirred in the "losing saves" idea. At the moment I didn't think of it, but after making it, yeah it loses a bit of theme relevance. Thanks for playing!

Enemies DO get tanky. Ideally I would've made them harder or in bigger packs, but I was running out of time and still had a boss battle to code. Glad you still liked the game!

Hey! Thanks for playing :D. It's actually not impossible to beat the game on the first attempt after getting used to the enemies (and realizing that the bazooka is overpowered) but yeah it's intentionally really hard so people lose on their first attempts. Getting the game balanced is something I only got to do on the last day so it's definitely not its strongest poing. Glad you liked it nonetheless!