Very cool cutscenes and graphics! I had issues with the gameplay though: the audio was not synced with the arrows in the first part, making it obviously harder, and those arrows are difficult to read :/
Hubert G.
Creator of
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It's very difficult to aim right, making the game very hard to play. Maybe player and enemies should move on a grid instead of moving freely. Another solution to try is to make the player move by holding a direction, but just make it aim in a direction without moving if a direction input is pressed and released instantly.
Also, please set a window size of x3 or x4 by default next time!
Controls are a bit confusing in my opinion: I'd prefer use the arrows to "add angle" instead of pointing in a specific direction (using only left/right then).
The mechanic is simple and efficient, but I expected more variations (like objects to pull at you, bouncing, ...).
It's cool you had time to design 25 levels. The first boss didn't want to receive the raycast though, so I left the game at the >:) level.
Very great job guys! One of my favorite games of the jam! It felt "too detailed" to me to match the GameBoy soul. I was also a bit frustrated to see thin platforms that still have full tile collision. But these are the only reproaches.
I had a bug in world 2-2 where I wasn't able to place tiles (they instantly moved to the one on the right), and even switching modes/moving the player didn't do. But, well, game jams :)