cool! difficult!
bymuno
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pretty unpolished visually and the controls are weird, but the core idea is cool! i think if you polished the presentation and introduced the different ships more gradually (e.g. add new ones throughout the game instead of explaining all of them at the very start), this could be a pretty fun game. it's cool how the ship parts are both offense and defense, and the variety is cool (even if hard to learn all at once lol)
wow this is SUPER polished and feels really good! fun arcade-y take on a mechanic usually seen in more horror-y games. encountered a bit of slowdown and a couple of the assets use different pixel resolutions - but overall, this is definitely something to be proud of!!
P.S. the text on your thumbnail is kind of hard to read against the background
really cute game! the music is very nice, and i liked the dialogue from the souls too.
the controls are kind of confusing at first, because it's hard to tell when you're "struggling" against the soul, or taking hitstun - it feels like in those cases, your buttons just aren't working, because there's not a special animation for it
also i was confused at first and thought i was supposed to go out into the lava lake lol
had a good time with this!
neat little tech demo! materials and lighting are quite pleasing. seems like the game has more buttons than it really needs, imo wasd + space to fly up would have been enough (and Q/E for flight is kinda awkward while also pressing wasd)
would be cool to see a game based on this with more structure, e.g. tutorial / levels
short-but-sweet puzzle game with a very clean, pleasing presentation! enjoyed the misdirection and red herrings in some of the puzzles. very small critique: the square-swap switch's hitbox should probably include the empty portion, so that you don't have to move the mouse side-to-side to click it repeatedly (useful when moving with wasd)
good stuff! bit of a stretch for the theme imo
cool to see a 3D game in the jam! enjoyed some of the environmental details, like the doors not opening fully in the broken sattelite and being able to look out into space (which also helped sometimes when navigating).
the gameplay itself isn't all that exciting, and sometimes i got kinda lost - maybe more distinct landmarks in each hallway might have helped? it was also confusing at first when i couldn't interact with most of the puzzle objects (maybe grey them out or have an X over the cursor or something).
had a nice time though! very cool project all around
P.S. noticed that pressing tab puts a border around the screen, and then you can't tab again until you click the mouse to make the border go away - guessing it's some weird thing where unreal thinks you're trying to tab-select the next field lol
cool mechanic idea! unfortunately i think the lack of polish holds it back a lot
the line of sight can be hard to judge sometimes, and things like not being able to jump on glass or needing to aim the mouse to swap characters aren't very intuitive. could be a fun puzzle game w/ some proper polishing tho
a cute little game with a nice aesthetic! reminds me of the "Learn to Fly" flash game everyone played years ago.
being "joined together" to something you need to NOT shoot is a cool take on the theme!
aesthetically, for pixel art, try making all of the pixels in the game the same size (i.e., making every asset the same resolution). this helps make the game feel more cohesive, instead of some elements being hi-res and others being really blocky
the cannon feels kinda tough to aim (maybe a guiding line could help?), and the cooldown can also make it feel unresponsive (since you can't tell when it's on cooldown).
also it's kinda tedious to slowly float upward every time you restart
overall i enjoyed it!
loved the story and aesthetics! the gameplay-story interrsection at the end was really touching, and a lot of the fun was just looking at the really nice modeling work in the environments.
the gameplay itself is kinda tedious, especially when you're walking a long way after dying during a section.
are the levels based on the 5 stages of grief irl? noticed a couple similarities but not sure
loved this, best game i've played so far! the only bit of friction i encountered was realising that i have to use the mouse at the terminal, and also realising that i have a double jump.
aside from that, i really enjoy this take on the "metroidvania with rooms" concept that was seen in a previous jam - it really fleshes the idea out, with unique visuals for each room and creative puzzles involving multiple rooms at once! and the graphics in general are quite nice.
a fairly basic game, but i enjoyed the puzzle concepts! the rules are a solid foundation, and after the tutorial, there are some fun challenges and misdirection with the puzzles. (i couldn't figure out the last one lol)
i also like how there's usually 1 more move than you need (at least for the simple ones), that kind of leniency is pretty cool imo
noticed a couple of bugs with running into walls - it counts as a "move", and one time i ran into a wall and then my character got displaced by half a tile. also, i don't think the About button works :P
i was really impressed by this one! the presentation is really good, i love the submarine's art. and the music is nice too!
this game's take on the (...very popular) chain mechanic has some cool twists. i like how coins increase its length, it's almost kinda like a metroidvania in how you unlock new areas. it's also handy for backtracking and finding your way back from a long tunnel maze. AND it's relevant to the story of the game! cool stuff
i think the game gets pretty tedious at parts though, like when you have to keep going back and forth to collect coins or get boxes (or unwind your chain). if this game were expanded on, i'd try putting more obstacles in the way, and giving the player more options to traverse quickly. also, the box pull could have a dedicated button, instead of having to stand still for a long time
the other thing i really liked was the inclusion of things like dialogue and hidden trophies - pretty in-depth for a jam game! had a very good time with this as a proof-of-concept, and would like to see this take on the chain explored in a faster-paced title!
had a fun time with this one! i like the tactical choice of big ship vs small ships, and the ever-growing size of the big ship means there's a push-and-pull where sometimes you have to "power down" and reset your upgrades
art-wise, i think the game would benefit from a consistent pixel size - like, making all of the sprites the same resolution. this is a good practice in pixel art generally. (the big ship makes sense though, since it's the same graphic upscaled as it grows)
aside from that, it seems pretty well-constructed mechanically and could be pretty sick if given more post-jam polish
very unpolished (probably since it was made so quickly) BUT i had a good bit of fun with this!
the physics are really funny and it's cool that you can do weird shortcut-y jumps.
the only thing that kind of got in the way was when the square one got rotated so that the point was facing up - made it hard to judge which way it's facing