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Caletun

17
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2
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A member registered Sep 02, 2018 · View creator page →

Creator of

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I didn't think there was much you could do with this concept at first, but you proved me wrong fast! Pretty impressive!

Lovely concept for a puzzle platformer. I can see so many great puzzle Ideas one could do with this.
Also, the detail of the display name changing is great!

A great execution of the 'puzzle platformer where you control 2 characters' style of game this Jam has seen so much of. Adding altered gravity between the two characters is a great move, and something a lot of the other games that went similar routes could have benefited from.

Very good execution of this concept; The spring physics feel very natural. I will say that, especially once you add spikes into the mix, it feels very risky to move without having one of your characters stuck to the ground.
Also, I ran into a spike after the first door, and it closed the door and spawned one of the slimes on either side of it, softlocking me.

The physics feel just a bit off, but with the ability to reposition yourself at a moment's notice, it's no big deal. Would have loved to play more!

I'm having flashbacks to Chomp Romp from Mario Party 5...

The audio work is a bit rough (the attack sound cuts off the walk sound, for instance), but I like the game overall. The movement speed at the start may be a bit slow, but you aren't stuck with that for too long, so it's not that bad. Also, the exit portal after the boss didn't work for me for some reason.

There's definitely potential; I feel like this game suffered more from the Jam Theme than it got out of it.

Love the character art, but the gameplay is confusing and feels janky.

Fun little Puzzler, great Presentation! I do feel like the menu that shows the controls should be open by default, though.

An enemy got stuck out of bounds during level 4 and I had to try to snipe it through the wall, and then the game crashed after level 5, but it was overall still a very fun bullet hell!

Yeah, we definitely wanted the last level to be very difficult. We considered giving the player more time a few times, but initial play tests went well enough that we felt we hit a good balance between challenge and fun. Mastering the early part of that level felt really rewarding to me. It's very possible that, had the playtesters struggled more, we would have given the player more time. I might go back  and polish the game up a bit after the Jam - there's a few other Ideas we could never implement.
And yeah, the whole getting bugged into the floor or walls thing happens a little too often, and we should have fixed it.

Very cool concept! With some polish and streamlining, I could totally see this as a longer game!

As best as I can tell, the coin in the crater is uncollectible, as it seems to be below the death plane.

It is a little jank at first, but I found if you spam click, you never build up enough momentum to mess you up, allowing you to fly fairly easily to the end.

This is already a full experience, yet it has so much more potential! I would love to see a bigger game like this!

I haven't laughed like that in at least 10 minutes. That was awesome.