Thanks! I thought it would be simpler to make it so that the controls are sort of mirrored, but maybe your idea is not so bad. I'm hoping I can improve on this in some sort of patch eventually, but no promises. I'm glad you at least enjoyed the aspects I'm happy with.
Cheese Chair
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Absolutely amazing work. I love the title screen and the puzzles were mostly easy but still very clever. My only gripe is that I initially thought the skip button on the dialogue would skip the entire scene and not just advance the text, and the introduction was much longer than the actual game too.
Thank you so much! I'm especially glad you liked the music and honestly thought I might have made it too difficult or something. As for sound, I do agree that music and sounds are super important, though I didn't have enough time to implement them(I actually made 2 really bad songs but didn't have the time to actually put them into code). Your game was also fantastic :)
I really like the fact that you put a cutscene in this game. It sounds like a lot of work went into this. The enemy ai is also very cool; it gives the game a good amount of challenge. The way you can just stack the speed increase forever until you hit a rock made this super fun. I also really like the title screen animation
Absolutely fantastic game! The visuals are amazing, no clue how you did that in two weeks. Level design and mechanics are super creative. I died a lot, but I think its mostly my fault for not paying attention to the way the game teaches gameplay mechanics. Its clever, but maybe it doesn't let players process the information being conveyed. The blue spikes, for example, were taught by the fact that you trampolined into them by necessity, but my stupid brain thought that I didn't even hit those spikes, so I didn't really realize that they are safe until it was too late. Same with the red floor. I thought that the enemies that died to the red floor were more to do with the button I just pressed rather than the floor being red. I still think these were extremely clever though. The music was awesome and gave off a teenage mutant ninja turtles style, and the 'virtual' joke complimented that style very well. I love the fact that there are multiple control schemes and they are taught in a non-obstructive way.
Thank you so much for all this feedback! This helps a lot! I'm so happy you liked the animation, that was my favorite part to make. Also you are the very first person to beat the game, which I appreciate but even my family members couldn't get past the first difficult jump, so I'll definitely prioritize accessibility a lot more from now on. I thought I could get away with something like celeste, but I probably should have expanded the move set a bit, increased the acceleration maybe, and made the game easier. To be honest the aberration theme is a bit vague and loose, but the title of the game comes from an actual scientific term which I don't fully understand myself but it has to do with how when calculating the velocity of a star, its angle might be slightly off from what we see because of how light travels or something, so i made up a little story about the scientists being stupid and not knowing about that, which is why a star is about to crash into the planet. I learned a lot from this and you contributed a ton to that, so again, thank you so much for your feedback!
This game is insanely well made. I loved the intro (the ace attorney music was a nice touch), the humor and story, the subtle lighting and shadows, the clever gameplay, even the animation was top notch honestly. With how fleshed out this is, it's honestly a bit hard to believe this was only made in 2 weeks. The mouse controls were also an awesome design choice.