Hey!
Lovely little puzzle game with cute art!
Sometimes it was hard to figure out which rock I am actually pushing while on the flipside - maybe colorcoding them would help a little?
Good entry, Good job!
Denji
Creator of
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Interesting way to level up in this genre! I like it!
I tried all 3 weapons builds (I think getting double of the same is the way to go since you have a better chance for a good upgrade) but only machinegun seemed like a valid option, rockets were hard to aim , and shootgun... I thought it would be a multitarget weapong (piercing) but it just oneshoted 1 enemy and all the bullets were gone.
So! Machinegun it its, with this one I felt the best, it did what I expected it to.
Also thank you for the movement speed upgrades!!!
I think in such tight places player should be able to pass through enemies tbh, I got swarmed multiple times and I could not escape nor kill them. I feel like I should be able to decide 'Ok, I know I'm going to take damage goingh through them but this is the only way I can escape right now'.
Overall very good game with good upgrade system and very nice polish.
We went for similar games I feel like we both went the opposite direction with the upgrades :P
In yours I get upgrade every 5-10 seconds, in mine you almost feel like you get none xD
If we meet in the middle our games would be perfect!
But with all seriousness! I know how balance can be hard to achieve especially in 2 days.
I really like the portal upgrade system! That you need to navigate the level so that you take portals into consideration! Very smart design!
But that upgrade pop-up every 10 seconds was killing me! Let me play the game!
Maybe adding less frequent but more powerfull upgrades could balance things out a little?
Anyway!
Good job submitting such a complex game in 2 days! Did you even sleep?
First of all great puzzles!
Awesome theme implementation! Build shapes out of the scaled blocks! Can you do better!?
Music, sfx, art, menu transitions, the game is so polished!
If I can suggest any improvements that would be a hint system with a button that triggers a flickering/pulsating shadow of a shape that needs to go there and there. (Hope you understood xD)
Overall solid entry, I think the best puzzle entry in the jam!
Movement felt realy nice and responsive!
I see that you went with 'sticky wall' and used it as a mechanic :P
Scaling felt good but I did not see a purpouse of the middle size.
I either went super big for high jumps and faster movement or super small for squeezing in tight spaces.
Maybe adding different mechanic for each size would solve this issue and make the game a little more interesting ;)
Overall cool short game with clear goal and well executed theme mechanic.
Cool puzzle game but definitely needs some more polish.
Rooms feel empty but I know that level design is hard and for 4 days the only thing you are thinking about is to make them functional, not pretty ;P
Character model and texturing is amazing! (Itch cover render <3) As a 3D modeler I admire people who can do such an amazing job for a jam. Tho run animation felt a little stiff. But man! Vaulting animation!? Really well made.
A good base for a game that can be easily expanded.
Also I really enjoyed vaulting over small boxes :P
Note from my gf:
"When you gonna rate them tell them that the music is awesome!"
So here you are :P
100 right!
Hitboxes already adjusted in the postjam patch version.
Ability system/UI definitely needs some love.
Dodge! - very good topic! I am thinking about adding some upgrades to dodge itself (something like Hades)
Please do not break restart mechanic! That is cheating :D
Thank you for an honest and constructive feedback!
Great visuals and equaly good sound design!
I wish I could see what is in front a little sooner but I guess you wanted to fit 3 kaijus on the screen?
So maybe the solution would be to just pack them in a little? So that they're more like a flock running together than one behind the other.
Anyway it was a fun little experience!