Yes, no doubt more mech interaction would make it really cool, but it was still a great concept to start with. Really unique, and it kinda gave that nostalgic feeling of walking around with your Digimon in Digimon World 1, so I appreciated it
Kurokaras
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I really liked this! It almost had the feel of a cozy game, and breaking away the bits was really relaxing and satisfying. Kinda like popping bubble-wrap! At first I kinda wanted the mech to have a healthbar, but in the end I really enjoyed that it was the body and the cells your were protecting, and not having a personal health bar really allowed me to zone in.
At first it was quiet, but then the music suddenly started, and it was a fun scare that turned into an absolute bop! Overall, it was a fun time, but that final boss was very aggressive and very hard to dodge, and I couldn't beat him. Reminded me of how salty I used to get trying to beat bosses in the old arcades, haha. With a little polish this could be a fun mobile game
Edit: sorry for all the comments that just got sent your way, Itch was acting off
I'm pretty sure it's everywhere I fell around the turn where you have to drift, accidentally fell a bit after the race started, and around the first incline (I played a lot lol but I'm trash) and each time I fell infinitely into the abyss. Each time it felt like I was hitting two colliders that were trying to restart the game and put me back on track. I say that because when I hit these triggers the game would transition to black, like it was loading or something, but when it transitioned back I was definitely still falling. The first trigger is a little after you fall off, the second is a few seconds of falling after that.
I gotta stress that even with these bugs, this is one of the coolest games in the jam for me right now, and I hope you keep working on it. The idea is amazingly solid and super fun.
This is a fun, arcade-y concept, but there needs to be more feedback when hurting enemies and being hurt yourself. There's also a game-breaking bug where, when at the end of a wave, the enemies don't spawn and the wave lasts for...for a while (I went five minutes before giving up and restarting). I also don't know if all the upgrades work as intended...
I think this is one of the strongest entries in this jam. As an action platformer, I felt the controls were good and tight, and the graphics were really well done, but the sound effects and music are probably what really pushed it into 'must-play' category for me. Having the night sky come in half-way through was a great touch, and really surprising. Overall, it feels like a lovingly-made homage to 16-bit platformers of old like Mega Man, and I had a ton of fun with this one!
This is my favorite game of the jam so far! Great aesthetics (someone else mentioned GBC-aesthetics, I agree, very in-line with that) and I think the character designs are pretty rad. Controls are a bit stiff, but it works with the theme. Still, it'd be nice to change direction while blocking, but I guess it just adds to the difficulty.
Another thing I gotta mention, you did great on both the character designs and in-game sprite work, especially for having a mere 14 days. Once again, great job!
No, yes, I really loved this. Great music, great audio effects. The character retains your distinctive style I've come to really enjoy, as well. I think the strongest suit is how the level design helps to convey a bubbly sense of fun to the player (or at least to me, lol). It has you positively exploring every nook and cranny while the music sort of urges you to keep having fun and not give up. I really liked that you framed the level at the beginning as well. Unfortunately, it crashed after level 1, but overall, super well done.
I think the gameplay is fun, but I'd recommend better encapsulating your character-controller logic, preferably in a state machine, to better dictate your available moveset. I ran into a few bugs where I'd continuously be moving a certain direction or continuously be punching and it feels like the game is trying to detect certain inputs, leading into specific animations, and the system was fighting itself.
Overall, though, this is an amazing effort!!