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Chay Kimberley

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A member registered Apr 21, 2021 · View creator page →

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Ah thank you for checking out our submission and your comment, you didn't have to! :D Yeah, it's unfortunate we couldn't complete it even though we initially thought we didn't over-scope. Being one of our first Game Jams we have learnt from games like your own to embrace the theme a lot more for a smaller and concise gimmick approach, instead of trying to make a full-on rushed production with a touch of theme involved!

Also yes creating the game in a more accessible way would be a better approach, thank you for your feedback and glad you could see most of the assets we dumped in level 0.

Haha nice! Perfect touch honestly.

No need to apologise I think you captured a really light hearted theme and you have the right idea for what might've kept players more engaged (At least for those like myself that are rubbish at puzzle games). Good stuff :D

Banging voice lines!

I think the delay on the movement stopped me from completing the last few levels because of my impatience and a not so good ability at puzzle solving. Really cute game with a creative name and presentation.

So who's the Touhou fan... :D

I've never really played many bullet hell games but this one felt really fun to swing the sun around your player while dodging projectiles. Detaching the sun to become the moon was really rewarding if you could time it to bounce horizontally dealing damage satisfyingly. Perhaps this method may be seen as a bit overpowered and I can see that there is a limit on DPS which is understandable, one thing I might suggest if you were to work on this game more is that allowing the player to pull off lots of damage could keep that satisfaction in place but perhaps to make the game not fly by so easily the "boss" could react to higher DPS with moves more focused on putting the player in tricky dodging situations as they do not have to worry as much about dishing out damage.

The music was also great and I loved the atmosphere of the game!

It also requires two players with a controller each to play due to its twin-stick nature, sorry about that :)

Didn't create the entire game's mechanics so unfortunately just a showcase of the sprite animations/assets we created and sound effects (Step over enemy sprites to sample sounds) we recorded. (Also our neat main menu theme plays followed by a game soundtrack). The player controller had most of the mechanic development time.

This game was really well designed to teach the player how to master the simple controls as they progress through the game, it just felt really nice too with great presentation and the simple graphics with squash effects and trails look good. With about 450 deaths I managed to get through it and the [Secret] bonus at the end amazes me that it was implemented within time constraints!

Really clever, super creative and well implemented mechanic, managed to complete the game but found it tedious sometimes with the climbing and a wrong button press was detrimental to get wrong.

This is my favourite game from the Jam so far! Seeing that thumbnail made me think "No way that works seamlessly." and you proved me fully wrong. I think you have implemented and presented the mechanic really well, it was fun to playthrough each puzzle with the staircase/white button one being the most difficult.
The only thing I found awkward was the dragging of the boxes with the mouse in some cases, not exactly correlating to mouse position but I can imagine that being down to the time limit perhaps. In 48 hours this is an amazing production!!!

I agree and think that the later levels had gameplay that played out in a way which was to wait for the ball to break through the glass, or for your health to regenerate while you dodge. The earlier levels were fun in open areas!