Dass Passwort merken und am Terminal eingeben. Hätte vielleicht doch die Distanzbeschränkung raus machen sollen.
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Cyklon_3000
Creator of
Recent community posts
Well played. Playtesting this felt a little easy at the time, that's why I invented wind for levels 2 and 3. But you are right it kinda sucks as a mechanic. Even though wind is generated equally for each run it removes part of the "skill" aspect of the game.
Good scores though! It took me a while to get this heavy! (my scores are not included in the histogram though)
And thanks for playing the windows version! <3
I love how the game feels. It has a insanely polished look to it.
Great idea and implementation.
One question: For the shading of the strawberry and banana, how did you do it such that each "cell" of the fruit is rendered independently? Are they using normal maps or is my computer just rendering 500 of these spheres? Or is it just the colour, tricking my eyes?
I do not how you did this in only four days! This is amazing.
The music is pleasant, the SFX just fits perfectly.
The art whole pixel art is beautiful! I wish my art was this awesome.
The look of it with the atmosphere reminds me a bit of the Crystal Hollows in Hollow Knight...
The game runs totally bug free (at least in my play through) and I am amazed how many mechanics you were able to put into this, although I would have loved to experience each individually with a bit more detail...
I like the concept and challenges. Very... challenging!
I was not able to solve Level 8 (until now) but I will!
One suggestion: make it possible to select the blocks with a mouse click, going through them with the two buttons is tedious. (Or with the mouse wheel? To make cycling through them easier...)
Funky music btw.
I like this game!
How you switch between 2 different play modes.
The voice acting by the doofenshmirtz-like scientist.
The artwork, especially in the lab with the cute robot.
I found the grappling hook to be hard to manoeuvrer with and the aiming with gung would be cool if you could see the bullet paths as well as an "auto switch to available weapon" would be cool, because as far as I can tell all weapons are currently base on just shooting the enemies down with whatever gun currently available, which makes manual switching a bit annoying.
Otherwise a super cool entry, had a lot of fun playing this game!
After some troubles learning about the controls i managed to complete the game.
Interpreting the keyword mutation as some sort of "life juice" is an interesting Idea I didn't think of at all.
Mechanically the game works fine, though i would suppose making the mutated jump a "charged jump", reducing the key bind amount. Neither felt the speed boost easy to grasp, but I cant come up with a better solution on the spot.
Artistically the game embraces a 8-bit pixel art style together with a simple track, doodling in the background.
I can't say I love this game, due to it's fiddley controls, but what I can say is that there have been games way more scuffed and being a game developed in this short amount of time by seemingly one person the result is quite decent.
Having a quite hard learning curve this game first made it hard to stay alive for more than just a few seconds. A period of welcoming conditions would be helpful i suppose.
Getting familiar with the mechanics more and more I have to admit that i rarely used the two abilities. Attacking makes almost no sense, because it requires steering towards the dashing enemy, while a shield just seems to increase your hitbox, making it only useful for a last tenth-of-a-second escape (not a good preventive tool), not enough for my futile reaction time.
Still a game that manages to appear polished, with the (very good) music and working leaderboard in place. Might have a chance of provoking a really interesting score battle, differentiating itself from many other entries.
Not quite managing to get a exact grip on how this is connected with momentum specifically, besides being able to move and jump (jumping actually quite nicely implemented, with the use of a "boosted" jump, following consecutive jumps, short after each other).
Interesting idea of enclosing the game into an old fashion Gameboy of some sort, makes the control a bit fiddley though.
While not embracing the mutation theme perse into its actual gameplay, but instead the underlying sprite theme, the game manages to offer a decent "idle-shooter" experience, as seen in many games, offering upgrades (could technically be interpreted as mutation) after every so and so enemies.
Sadly some mechanics appear to be a little buggy, unbalanced and due to missing restrictions on the delay between individual bullets shot the game looses any challenge that comes with it, at least as far as I can tell.
Still a decent game, managing a decent implementation of the theme while still coming up with a - in theory - interesting gameplay loop.
Being told that I suck is a perfect encapsulation of my existence into a only two syllable long sentence.
The game at hand has a very entertaining sound system in place as well as some extraordinary art (for the sake of it im just hoping it was self made and not generated by AI or taken as a part of freely obtained assets). Besides the artistic aspects the game also has a quite fun gameplay loop, encapsulating the theme momentum not only into the game by having a ragdoll-like joker to controll, but also some objects to catch up to from time to time.
The scoring system appears to be written with some depth, motivating for more interesting playstyles, although it is quite hard to achieve precise control over the characters movement in time.
Being a 3D game this submission surely had to do a lot more for a decent implementation of mechanics than its 2D counterparts. Unfortunately this lack of time, left only a short amount of time for the gameplay aspect. While the assets and worldbuilding are fine to good, controls and gameplay loop fail to build for a compelling and fun to play game. Slippery movement and attack mechanics make it hard to navigate and effectively fight enemies. Still a nice game, probably attempting to embrace the momentum aspect.
Unfortunately giving of a bit of an unpolished feel. The controls feel slippery and the key assignment feels very uncomfortable. The sprites and animations look very good and smooth (i like the simple look), a background though would be a modest improvement. Really embraces neither mutation nor momentum theme at its core. Over all a nice tiny game with lack to further development of its core idea.
I would suggest to add an indicator (like a minor change in size or an animation) if a hole is currently open. (and the indication stops, as soon as the time window in which points could fly in is over) This would make the game feel more responsive and would make it easier to understand how the game mechanics are timed.