That's right! Enjoy! I'll see you in 3 years.
BunnyChamber
Creator of
Recent community posts
Thank you for playing! ^_^ You got those aspects of my design right, And yes I apologize for the lack of an indicator on when bread breaks the longer you hold (they do have HP values actually just forgot to make art for them and for the pull mode of the ship). And thank you for your input on the cheese bread speed, I couldnt get enough input during playtesting so I didnt really have a clue on how to make it interesting.
The concept itself is pretty fun. Although what isn't fun is that there is absolutely no indication of what the controls are and alot of guess work into controls is hardly a good thing. Perhaps adding a timer as well to atleast set the player to ready him/herself with.
Overall, its a pretty good experience.
It really suits the theme well! Although simple, the gameplay is super fun as you emulate Black Friday gathering up what you need but those damn customers keep getting in the way!
The movement feels really smooth and the controls are very responsive the jump is just right. I just wished the customers had more of a pattern to them than just random walking but hey it's frantic and "Out of Control". The Clothes store in particular I couldn't get inside of but I did manage to speed run alot of the list in just 2 minutes at best.
Overall, I give this game 5 Chic-Fil-A Chicken Sandwhiches out of 7
Everything was polished amazingly! The combat was super smooth, the design is really good especially with the synergies of throwing your sword and dodging to control more space is really fun to pull off. The boss fight was definitely a treat and the art style looked really fun. But the best part about thsi game is that damn music! Take it away and its just your average dungeon crawler but with the super hype music it made me wanna do things man!
My huge complaint however would be how this game matches with the theme. It was rather one dimensional, how you HAVE TO sacrifice one of your guys just to enter the next level and it just makes me wonder why cant I just kill them from the start?
Overall as a game, it is really polished kudos my friend! As a game about "death as a new beginning" I think it could be explored some more.
Thank you so much for the feedback! I suppose in hindsight such a level should be needed (I suppose it shouldve been level 2 haha!) I intended for all the interactable concepts to be all in one place because I wanted the "real game" to start already so that the player may see whats in store for future levels.
If ever a remaster is in store, this WILL be in it to make a smoother transition into the mechanics. But for a jam like this one its all about that smack in your face content so Im still proud of level 3 as the introduction.
Again, Thank you so much for your constructive cirticism! This will surely improve my path to becoming a professional game designer :)
A simple yet a clever game. I appreciate everything about it. From how thought out the levels were, the simple mechanics and the animations are really satisfying to look at all be it simple.
And what sold me tbh was the damn music, I can bop to that s#!t all day!
One of my complains however, is that blowing yourself up is rather time consuming as you respawn back to the spawn point which is rather pointless given that the map layout will stay the same. I would fix this by simply having the slime blow itself up, piece itself back together in its current position and move on with the level to fix the game's flow a little better. Also on the tutorial level, certain parts requires me to jump repeatedly to just see all the instructions its kinda nauseating but nothing a little click and drag wont fix haha!
Overall, good job my friend! Now back to listening to that bop music.
Hello! Game and Level Designer here. Thank you so much for playing our game and giving your review on it. Im happy that you loved my levels, I spent a good 2-3 hours on each one of them, and that I hope I could make more content for it in the future if this game really is THAT demanded. I also made the art and Im glad that you like it as well, Im rather new to pixel art as I am mostly a game designer than anything else so I needed a way to convey my designs other than programming.
As for the level editor, if you're having difficulty understanding the logic gates there is a manual level provided by the programmer that you could try out and study the gates with ^.^
Again, your support is much appreciated and heres to the future of all our games!
Thank you so much for playing our game! (Level /Game Designer here) The first 3 levels were designed to be Tutorial levels using the "show dont tell technique". Players in level 3 were given a wide open space to experiment and discover the mechanics which govern the entire game, which I theorized would lead to some amazing revelations :D
Also thank you so much! I myself am quite fond of your entry as well! As the game and level designer it means alot to see people seem to enjoy the difficulty curve as well as be surprised by the solutions that pop up on each level, especiallty level 3 which I assume was what made you shocked in your comments. ^_^
You know for a first jam game it ain't that bad! I think what lacks here is the essence of polish. For your future jams, a tip I could share would be that to invest 20% of the jam into making your game game and put 80% into what you want that game to be. Something as simple as a fireball can work wonders if you took a day programming it and the next 6 days just making it the most amazing fireball ever.
Good Luck with your future jams and that I hope to see you guys improve in the future!
Fantastic Level design! So much depth yet so little complexity which I find most important for a platformer in my opinion. A nitpick of mine would be that the jump physics for the human mode is a tad too heavy and rather inconsistent which makes certain jumps a 50/50, while the ghost jump physics are superb! Overall, an amazing game that shows that less is more.
Level Designer here! You made such a short yet so sweet level :> Im happy to see such important level design elements like how the pit under your spawn has some little space for you to make a platform with the Chomper and its the little things like that that make me so giddy over level design. Well done mate!