Super cute game! I adore the little animations that play when you find an item. I was gonna make something similar where you're looking for the objects on the cakes themselves but didn't get enough time to finish it. So I'm glad a similar game made it into the world!
Ben Flavell
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Incredibly well done with this! Really interesting puzzles out of such a simple mechanic!
My only nit picks are that it was a bit misleading having the chairs be coloured when any actor can end up there and it would be nice to be able to cycle multiple actors instead of individually swapping pairs of them.
I had a blast playing it, perfect length for a jam game, the puzzles kept getting more and more interesting and challenging. I even discovered that I beat the par times on the last 2 levels which is pretty encouraging! Seriously amazing job!
I loved how seamless it was to start playing and get right into the action.
Really nit picky but I found the theme kind of conflicted with the gameplay. The way to get a high score fast is to charge the shield at full speed towards every bat but then you end up jerking the hero around, I'm sure he's not having a relaxing holiday.
None the less, very well done, and the sound effects were charming too.
Hi Mate, glad you liked the game. Here's how I would fix the issue you're having.
Have a controller object in charge of picking up.
When the player clicks it loops through all the cards to check if they're being clicked on.
If a card hasn't been picked up yet then pick it up. If it has then compare the depth of the card already held with the one trying to be picked up and drop the old one if it's lower.
OR you can loop through all the cards from highest card to lowest and stop at the first card which is under the mouse. You'd just have to sort all the cards be their depth for that.
Hope one of those ways works for you!
I liked the metroidvania elements you included in this version. Still some platforming issues which need to be smoothed out but there was some entertainment trying to control the janky robot, I guess that does play into the out of control theme.
A definite improvement from the original but there were still some things missing, like the punchline was delivered a bit better in the original and I feel like the level design was a bit cleaner.
I did like the broken robots piling up though, did a great job of emphasising the challenge of certain parts.
I had a lot of fun with this game! The premise is very nice, playing the same minigames over and over was fun to try to optimise but also annoying which was surely the goal.
There weren't too many changes but they were very well placed. Lots of little quality of life improvements and touches, the minigames were generally more balanced and clean, even having different breakfasts was a fun touch.
The graphics were cleaner but there was still a lot of character in the original graphics, definitely not a downgrade though.
Great job!
This was a great little game. So much energy in the characters. each of the mini games felt unique and fun and worked well together.
My only thought is that the levels get easier as you start to clear each of the mini games. I wonder if it would be more engaging if they were all survival games, but that might get too overwhelming. I do understand that it is satisfying to pass the games as you go.
I love the dancing mini game as well. I tried to make him dance to the music as much as I could.
Thanks for the feedback! Yeah I wanted to add a restriction to those powers, like locking them until you've cleared a few rooms so you have plan ahead so it's adjacent to the next few rooms. But I was only just able to get them implemented at all and they don't even work properly (you don't actually have to be adjacent to them) :/
I really like this one!
Initially I thought it was just a simple little dodging game but it got way more interesting when you start repairing the cannons. I love how it transforms and ramps up the difficulty, changing it from the larger, slow asteroids to the more numerous but smaller bullets.
I love the little touches too like the employee report at the end, very flavourful!
I love the aesthetic and the little diorama of the mountain.
Unfortunately the gameplay is just not quite there for me. As other people said you can just spam rocks on the enemies without needing to use the other abilities which is a shame because they were the more interesting abilities. It also felt really uncertain as to where my abilities were actually being placed.
It's a great concept thought, just didn't quite land.
Really great game here, definitely the cleanest implementation of the one button climbing game. Great aesthetics, great sound effects and music.
My only gripes are the hitboxes are a little bit unforgiving and the post processing is a little bit much, made it hard to read some of the text.
I love the ticker at the bottom giving hints in a universe appropriate way, funny and informative without taking you out of the game.
I like that you get knocked down if you hit a snake instead of losing a life or dying. But I agree with others in that it lasts a bit too long and you often hit multiple snakes getting stunned again and again.
But it's a really nice little speedrunning platformer. Just the right length for practising the perfect run.
You can click and drag anywhere in the screen so if you move the mouse back to the middle after every launch you should have plenty of room. But yeah thanks for the feedback! One thing I've learnt from previous game jams is to give the player room to practice before pilling on the difficulty. You tend to get quite good at your own game while testing it over the jam so you always think it's easier than it actually is.
Really well made game, great coherent graphics and sound effects, great level design.
I just couldn't get past the frustration of the controls. Obviously the game was designed to be very limited in how you could control it but the delay between each stick was just too long and was often the cause of my falls.
Still really love the game, it does an amazing job of what it was intending to do. I gave it full votes!
Very intriguing little game. A significant portion of the game actually was trying to figure out how to play it.
You said that you were inspired by Getting Over It and that the mechanics were hard and kind of arbitrary. I think you've misinterpreted what made Getting Over It so interesting. The controls in GOI were incredibly simple, move the mouse to aim the mallet. The complexity came from manoeuvring the mallet in a way that got you were you wanted to go.
Not saying I didn't enjoy your game, I really did enjoy it!
Took a few attempts to work out that the fans were telling you the upcoming patterns but once I did it became a quite interesting memory and dexterity game.
Good attempt at trying to make it more interesting to move but I found the best strategy was to just spam the left and right mouse button.
Really great art, sound, theme and music!
A strong, juicy game. I really appreciate the design of the health, i.e. having to get in the way of the helicopters to shoot them which puts you in danger of getting hit as well as the tower being another health bar which gets easier to defend the less health it has. Great design!
I will say I didn't enjoy having to spam the shoot button, I would have preferred to be able to hold it down to spare my fingers.
I liked the concept of a platformer where you have to constantly be pushing up. The jumping tied in nicely with that too, i.e. a long floaty jump with a lot of boost if you hold space.
I just didn't find the movement particularly enjoyable. It was a bit to slow with no momentum. Just needed a bit more depth in my opinion.
I like that you attempted to put in some story in a score attack game. Very interesting!