Followed after playing the mountain is as it always was. I’m glad I did; I love your games’ style and how evocative they are. Wonderful experience. Keep going!
Diego Escalante
Creator of
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Thank you for trying out the game and for the feedback! I agree with your feedback. Although you can double the length of the grapple in the assist settings when you pause the game, I also thought that there should be an indicator of how long the grapple can travel from the player so that its not ambiguous how far it can reach. My plan was to have a toggleable and subtle ring-like indicator around the player indicating the grapple max distance. But alas, I ran out of time to implement it. Maybe for a future update!
Thanks for playing our game! Cheers!
It might have been the high resolution of this monitor, but I could see quite a lot of the level, the dialogue text was very tiny, and the camera movement and zooming was quite aggressive. So maybe that’s something to keep in mind.
Having said all that, I love the idea and I think the idea of exploring a procedurally generated dungeon with a party like the one in this game is very enticing. The gameplay at this point is a bit simple (that’s a jam for ya), but it would be so cool to explore and discover good things (loot, equipment) and bad things (monsters, traps) during the adventure. There’s a lot of promise here! I loved the dynamic dialogue from the characters, really makes them feel more alive with a personality.
Great work!
Could use some additional variety to keep the player engaged over the course of 10 days; since it takes a lot of pumping iron to just complete one day in general. I do like the idea of each exercise being its own mini-game of sorts. Nice work! I loved the posters, they are very funny.
This is the kind of game that makes me think that maybe I should go exercise rather than keep playing video games…
I noticed that sometimes my shots would just go through the enemies without hitting them. Conversely, there were times when I thought for sure the enemies would damage me but didn’t.
Having said that, the game is really well made! I really like the graphics, and the whole game is dripping with polish. Great work!
Really creative game. It’s simple, clean, and very focused on what it wants to do! I wished there was a little more content for the game. After “destroy” was introduced, my mind started wondering about other cool words you could introduce that would change the rules of the game in some way. I would love to see this concept explored more.
Great job!
I gotta say, the game expects a lot from you right from the get-go. I even found the tutorial difficult. (Kept trying to land on that skeleton but it’s hard to aim once airborne.) I was able to complete the level after the tutorial after many many attempts.
The concept is really cool though! I do like tricky platformers, just needs a more gradual difficulty slope. The graphics are very colorful and quite pretty. (I didn’t reach a dragon, but from the thumbnail, I love how cute the dragon is with his band-aid.) The music was nice to listen to and helped me stay focused on the challenging maneuvers.
At times, the platforming can feel a little slow and stiff, and could use some coyote time.
Having said that, everything else about the game is incredibly complete, professional, and polished. It’s a really well made game! The visuals are beautiful and the two complementary music tracks for Redd and Pixel are super pleasing to listen to.
Awesome work, team!
The legs on the lizard are great! That’s my favorite detail of the game. I found it a little too mentally overloading to think about which scale to switch to when thinking about their powerups and their level. I usually just stuck with one scale I leveled up a bunch. Although sometimes I would panic and spam all the scales I could.
I was able to beat the nephew nightmare (feels like my nephews made that level), but I just rushed it and took advantage of the invincibility frames to get through it.
By the way, the music slaps. Your brother did great with that.
Great job overall!
The movement could feel a little more responsive, the slow acceleration makes it feel a little slippery. Having said that, scaling the abilities of the player as time goes on is a really clever idea! I would love to see how this idea can be explored further. Really cool take on the theme. Good work!
Our game in the jam is about tricky maneuvers using a grapple hook.
From playtesting, I knew that some people would immediately “get” how to maneuver through obstacles, and for other people it was really difficult. In order to try to satisfy both casual and hardcore players in the game, I wanted to have the main path be relatively easy (so that casual players can complete the game without frustration), and completely optional bonus side rooms that had more difficult challenges. (To let hardcore players choose to play something harder. Think optional strawberries in Celeste, if you’ve played that game.)
At the end of these side rooms, I wanted the player to collect slices of pizza. At the end of the game, a single voice line would acknowledge how many pizza slices the player collected, but otherwise the game would stay the same. (I didn’t want to penalize casual players for not completing the optional challenges.)
We had prepared a bunch of voice lines to trigger in the side rooms, acknowledging the ridiculousness of getting “sidetracked” from your main objective in order to collect pizza, and as you collect more slices of pizza, the more over-the-top the voice lines would get. (To the point of just yelling “PIZZZZAAAAAAAAAAAAA!” pretty much out of character.)
Internally, I dubbed all of this as the Pizza Zones; since outside of them there was no mention of pizza at all in the game.
I was very excited for the Pizza Zones. Unfortunately, we ran out of time in the jam. We could only complete the main path (and just barely). So they were cut, and the 30 or so additional pizza-related voice lines that were made for the Zones, did not make it in.
If we had like 2 more days… we could have added the Pizza Zones. Oh well, that’s game jams for ya! Maybe we can add them for a post-jam version!
This is a really clever take on the theme. And also too relatable! I think I would have liked a little more feedback for when I am doing correct/incorrect decisions. I took my time to pick a few features but by the time I might have needed to start scaling down, the month was over. I got 4th place in the jam! :)
I really like how visually complete the game is. It looks so polished and professional! The game is really well made. Great work, team!
I started playing in fullscreen mode and I got a bit confused as to why nothing happened after I balanced the scale the first time. Turns out the dialogue got cut out in fullscreen mode for my resolution.
No biggie though, I stopped playing in fullscreen and kept on playing. I like the art and the diverse visual interpretations of different deities. Good work, it was a calm and chill playthrough for me!
I love me some tricky platformers! Although this one really had me trying really hard to complete. It’s very very difficult. Movement is a little bit fast and twitchy, particularly the jumping is quite speedy.
I loved the tutorial, it made it very easy to learn how to play for me. The scaling mechanics were very creative too. I think you nailed the theme.
Good job!
Played the game to the end. Jumping could be a little more responsive, but I appreciate the care that went into building the game; the story with the dialogue and the portraits is a really nice touch that gives the game a good setting and purpose. It’s also nice that all the characters are fleshed out with their own personalities.
Great work, keep it up!
Hey, I remember playing your Udder Chaos game last year!
This game was great! I played it to the end. I loved the cohesive vibe of the whole game. The music, enemies, graphics, it all fits so well! I really liked how the weapons get cycled automatically. It forces you to try them all and play a little differently each time.
The boss reveal was amazing. Unexpected and hilarious. I did wish the boss was more of a challenge. Although, in my head, I think it is fitting that the boss doesn’t do anything, just like the seemingly always breaking version that I have at home. :)
Great work on this game, it was a lot of fun!
Humorous and quirky! Like some others, I was unsure of what the units on the tape were until I read some of the comments. I got a few right after some trial and error! Maybe it might be interesting to play with the idea of scoring the player on how close they got to the correct answer (more points the more precise), rather than just a correct/incorrect result. This would give more wiggle room for the player to play through the game, while keeping the quirkiness. Just a thought though.
Great job on the game!
Thank you for the feedback! Although it’s not our first game; we have a few under our belt now.
I’m sorry the audio didn’t work for you. We put in a lot of work in the voice acting, sounds, and dynamic music, so we are pretty proud of that aspect of the game. We don’t have Macs ourselves so we can’t directly test it, but we have seen our playtesting friends play the game on Safari and seen the audio work for them. I am not sure what would cause the audio to fail on your browser. :(
I do admit the difficult ramps up too much when you are required to make a multiple grapple shots while in the air. We should have gone back and tweaked the level design to be more friendly in terms of difficulty. However, I am hoping that the assist settings in the pause menu would be enough for some players if they need it.
Thanks again for your feedback and for playing the game!