Thankfully they invented shovels after we released this game, so at least you can scoop some regular rocks and pretend they're coal
Brevillo
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Awesome! I've never seen a puzzle/speedrun/horror combination like this, but now I wanna see some more! My only feedback would be to have the monster move a bit faster, since once you've figured out most of the puzzle and you're trying to figure out the ending, you just have to wait for the monster to catch up. It was very satisfying to figure out the ending, and I had a great a-ha moment when I noticed that it seemed like the monster opens the door when it reaches it.
Cool game! The simple exponential growth followed by the toppling tower was perfect for a relaxing playthrough. My feedback would be to make the buildings more differentiated in how they function, and maybe add in some kind of time aspect since later on you can just repeat placing an apartment and an office over and over. I was also a little bummed that the toppling of the tower didn't happen until really late into the game and once it started I could really only delay the inevitable, so some way to stabilize the tower would be great. But for a jam submission it was perfect! Great job!
I really like the idea for this game, and the goofy vibes are very strong, especially with the duke-nukem style voice line at the start. I also adore the UI work, the little animation that plays when you first enter the bank is very well done and adds a lot to the tone of the game. The feeling of grabbing the loot was also very well done, and I like how there was some variety in them (and how you can kill people for it lol).
The movement is pretty good as well, and you really can't go wrong with a dash-jump and shotgun jumping. I will say that the low FOV made it difficult to get a good sense of my surroundings, especially when i go super speed with the dash. It also took me a while to realize that shift in air would do a slam, so that probably would have helped me earlier.
I would say the difficulty is a bit too high (could always be a skill issue of course lol), at least considering how much time you have to reach the end. There's an interesting aspect to how you have to decide how much time to give to each room before moving on with the heist, but I wasn't ever able to get a sense of this because I always died way before the timer even got close to being done. I think a lower difficulty combined with a shorter timer would let the heist part of the game shine more, since the player could do a few runs at first to start getting a sense of how quick they should go. At the moment, it seems like the difficult boomer shooter and heist game are at odds with each other, when I think they could work together to elevate them both.
The gunplay can also get a little frustrating since there is no indicator when you've gotten hit except for the number at the top silently stretching (amazing animation btw). A sound or screen effect would have helped a lot in letting me know if I got hit. It was a little bizarre that the gun doesn't aim straight at close range, but honestly I got used to this and it added a quirky charm to the game.
Well, that's pretty impressive you guys managed to make all the levels in one day! We made it a priority to start level design as early as possible, since I've been in that same situation of reaching the end of the jam with all the systems done but no content. You guys clearly have the rest of the process nailed though!
This game is nearly perfect! The art, audio, game feel, and pacing were great! The only thing holding this back is that some of levels require slightly too much precision and the lack of checkpoint can be pretty demotivating when you die at the end of a level. Love everything else though, the three characters each feel amazing to use!
Also while the time slow effects while using the anvil make it feel powerful and weighty, they also make it unnecessarily difficult to time switching to other modes when falling, mostly for the section where you turn into the anvil above a laser.
Amazing presentation and a fun idea, the art/audio/UI/ is nearly perfect! Unfortunately, the gameplay is so hard I lost motivation to complete it. Some of the mode combinations are pretty much impossible, like king mode + slime mode in the tight levels. I'd love to see the quality of this game paired with a more approachable level of difficulty, because damn! It looks so good! Best of luck to you developers.
Cute game with great art and music! It is very polished in every regard, and I especially like the pseudo 3D effects created by the grass and walls. It was satisfying to mow down the grass and watch my points go up, but I did find controlling the mower to be a bit difficult.
I would have loved for it to be bigger so it could take out larger chunks, and maybe get those small pieces that are left behind. I'd also appreciate knowing the percentage of how much of the grass I mowed while playing the level, as in one of the levels there were small isolated patches of grass, and I didn't know if they were important to clean them off before moving on. It also felt like the game would benefit from some more variety in what the player can do, like special abilities or power ups.
I find this game concept really intriguing, especially since it's so relatable. It's a very surreal experience if you let yourself become immersed in the scenario. Unfortunately the controls really hold it back, since it is really hard to build muscle memory for so many buttons.
I would recommend combining some of the button functionalities, like making space bar shoot and sleep, and make one button for both exiting the shooter game and reentering it. You had the right idea with making WASD control the ship and the camera (which could probably use a little smoothing, unless it was a stylistic choice to be that snappy).
I also really like the idea of including a video recording of yourself explaining how to play, since its a much more interesting and engaging way than just writing a list of controls, paragraph of text, or complicated diagram, although you threw those in as well for good measure.
For the shooting game, I would appreciate being able to take a few hits, especially since the game can get paused when you're right in front a bullet, giving you no time to react when you continue playing.
What are you guys doing making this for a game jam? The quality in every aspect is so high, art/audio/vfx/game feel/level design/combat design. I really enjoyed this game for as far as I got, especially the UX design of the movement abilities. With how well put together this game is, I can really only nitpick for feedback.
- The music loop is pretty short, and so I ended up hearing the start of it pretty frequently.
- Maybe I'm not the best at these types of games, but the elemental modes were not intuitive, and I often found myself just picking up all of them, trying to find one that could hurt the enemies shield.
- The particles of the shotgun (I believe that's what it was) felt like they should deal area damage, but I couldn't tell if they actually were, and in general I was unsure when I had enemies, since the particles somewhat obscure the feedback from hitting enemies.
- The health bar was not super readable for me, and I was usually caught off guard when I died. I feel like the lava, which deals barely any damage, gave me a poor expectation of how much damage other things in the game would have.
Besides that, amazing experience. Hopping around and using all the abilities is super fun, and I'd love to see this as a full release, maybe with the elemental system as a smaller part.
This game was beautiful in its own way. The sense of scale and loneliness set by the opening text and the level design was palpable, and I really enjoyed the atmosphere.
Mechanically, the platforming felt a bit clunky and imprecise, although I only ever fell off a platform one time throughout the entire playthrough. The time slow/reverse mechanic is also a fun idea, although the slow wind up and wind down made the ability feel very unresponsive. The level design was subversively good, as I almost always thought I was lost, but I was always going the right way anyway, which added a lot to the atmosphere of the game.
The notes scattered around the level were a bit annoying unfortunately, as they darken the entire screen to the point that its hard to see where you are. They each had a mountain of text that would mean I have to stop playing the game entirely to read, so I ignored all of them. The opening text was well paced though, quickly establishing the setting, and letting you actually see that setting soon after.
I had a lot of fun playing this! Nothing can really beat a solid platformer, and this was quite solid. The controls felt pretty good, and I appreciated the double jump and ledge grab to compensate for the poor depth of field. There were quite a few bugs though, mostly with the player's rotation, which could get locked sometimes after grabbing onto a ledge, and the wall jump felt inconsistent. The level design was great, and nearly all of the time I could tell where I was supposed to go next and plan out what I would do. The mode switching was also well done, especially with the ghost blocks to help indicate what might be in the other dimension, although I do wish this had been more consistent.
Cool idea! In concept I would find this fun, but the slow movement speed and poor visibility for whats coming ahead combined with the long wait time after dying makes it hard for me to progress. Maybe I'm just really bad or missing something, because looking at the screenshots there's a lot I'm missing out on. Very impressive for your first jam on Godot though! I was also excited to see you made all the art and music yourself. The art is good enough I suspected it was from an asset pack, so top marks there!
You did a great job following the theme, but it doesn't feel like I have much agency in the game. I find it difficult to tell the difference between the different shooting and enemy modes, and since there's only one enemy the difficulty doesn't really change. The random firing also makes it feel like my skill at the game isn't very important, since I can't aim with precision. The music is good, and the alterations for each mode are interesting to discover.
Really fun/sad concept, it hurts me to think that cat is getting eaten. So creative though, and well executed. It was a bit frustrating to try and build something intentional with how light and floaty the character and obstacles are, and I could know exactly how long I'm supposed to survive. Great art and music though, and 9 bonus points for cat.
Amazing presentation! The art and audio is extremely impressive for how short the jam was! The game play is also quite good. The ship movement felt fluid, and the varying modes were interesting to switch between. Unfortunately I realized I could skip through all the main enemies, so I didn't feel very motivated to fight them. The final boss though was really cool! I gave it 3 or 4 attempts, but without a health bar it was difficult to tell how much progress I had made. There were also a few bugs, like the game's UI gets misaligned on my larger monitor, and it seems like the player gets frozen when the second phase of the boss starts, which I had to mash a bunch of buttons to get out of. I would also have liked more feedback from shooting the bullets, since there was little to no sound effect , and enemies were sometimes difficult to differentiate from the background and bullets. Again though, the game is such a treat to treat to see and hear that it was still overall a fun experience.
That's brutal! My muscle memory for space bar being jump is too strong, so I would definitely recommend changing that to a different button. Other than that, it's a fun idea that had me going for many attempts. The random enemy projectiles felt a bit unfair since sometimes they would fire at me in the air where I couldn't dodge them, but it was interesting to switch between regular and nightmare mode.
I know you weren't able to complete the game, but what you have is a great start. The animations are extremely cute and fluid, and besides the slow horizontal movement speed, the controls feel quite fluid as well. The enemies were a little frustrating since they had so much health and dealt so much damage, but its hard to tune that without the rest of the game to go off of. Also great music!