We've seen a lot of funny things during development (especially when working on the physics) but this is better than everything we encountered xD Thank you for sharing the gif :P
Darkluke1111
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I like how 42 is the maximal number of sheep you can choose xD
I've wondered whether it'd be cool if the dog barking action could be controlled manually to give those sheep in front of you a little boost xD Of course you shouldn't be able to use it all the time but it might feel pretty rewarding when you use it in the right moment.
Playing this during the game-switching in your stream :P
I really like the core idea of the game, but as others already stated it gets almost impossible to hit the right enemy when there are like 20 others before it. Maybe the one bullet should have a knockback effect so you can push the wrong enemies away?
Thank you for giving our game a shot :)
What I myself struggle the most is to remember that you always switch sides before jumping. This is the twist which really changes things from a normal jump game but is really hard to come by xD
We really need some easier level patterns for people to get used to the controls :P
Well this is the intended behavior when you roll over the exit-letters in the menu, but you are not the first one who reported that kind of behavior appearing pretty much all the time although we never experienced this ourselves (Although the menu is a bit buggy at times xD).
Many thanks for the feedback! :)
Very cool idea! My only problem was that I didn't know what is real sometimes. For example: In the first level there is a gap in the floor but when you move in a certain way there is a piece of floor instead so I thought: "Well just run over it then, no need to jump!" and i fell down :P
So my problem I think was, that there are not only things that you can't see but are there, but also things that you can see but are not there? And you never can be sure what is what? It's hard to explain but maybe you get my point :P
Other than that, very fun game :)
Really cool game idea! I like the slimy sound when you grab something :P
I think adding some moving obstacles would make the game a bit more interesting or maybe some collectibles which can be grabbed with the slime arm :)
And also: More slimy sounds xD
If you like to play another game with a ball (No slimeball sadly) which needs to collect little bubbly things try out our game aswell: https://itch.io/jam/gmtk-2019/rate/463199
I should really read the controlls of the games before I play... Tried to make it through the first level only with WASD and leftclick (and then collecting the bullet manually) xD
After I read the comment below and restarted the game it was much more fun and probably my favourite one-bullet-game I played so far :P
My mother just said she needs a relaxing game and I told her she has to play this one :P
Very cool artworks and cool design idea. Maybe obstacles that move between turns would be a nice addition in later levels or maybe bushes which don't have enough leaves to block the light but prevent passage. So much potential... :D
Thank you for the feedback :)
Funny story about the menu: Sometimes people have problems with the menu because they miss the tutorial at the beginning and then don't know how they use the menu (or exit the game) and are trapped in an endless start-death-loop xD
We really need to make sure everyone is aware of the controls before they are released into the menu :P
We really appreciate the feedback :) Following all the comments we will tweak the difficulties in feature. We wanted something like difficulty progression right from the start anyway, but we didn't manager to implement that in the 48 hours.
What do you mean with bigger jump btw? There are obstacles (The long spike and the double box) that are not meant to be avoided with jumps but with a swap or in the case of the boxes also with a smash, so if the jumps were higher they would fail their purpose. Or did you mean to make the jumps just last longer so that they are easier to time?
Anyways ty again for giving our game a shot :)
Thank you for the feedback :) Yes I guess we definitely need to do something about the difficulty. We had different difficulty obstacle patterns in mind so we can spawn easier ones first but we were pretty close to the deadline and had to postpone that idea :P One thing we also played around with was camera position, because it feels much easier the earlier you see the obstacles you need to avoid.
Implementation wasn't too easy because we were not able to use unitys build in physics (Because of the curved line) and had to more or less implement a new 'curvy' coordinate system. The UI is basically just a bunch of gameobjects living in that 'curved world' with colliders on them :P
What I really like about this game is, that it isn't the standard time rewind game because you can change the actions of the 'past' blobs by opening/closing doors which were not open/closed in their run. Defnetly a lot of potential. Only the controls feel a little clunky. Leveldesign is realy clever :)