Very short (three levels), but mostly satisfying. A bit tedious, since it requires watching the path repeatedly to memorize what actions the "player" will take. Still, feels wonderful to get those blocks in place & watch everything work. Great effort!
dinooptometrist
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Kudos on creating most of the assets during the jam!
The idea of a battler where you have different powers in a combined state vs. in a solo state is super interesting. It brings something like Power Rangers or Transformers to mind. The way this one plays has that spirit, but doesn't really have any mechanics to support it, though. All the battling happens as individuals (you literally can't attack in joined-up form), so joining up is only useful to stand on the final checkpoint. Similarly, I love the "STAY!" mechanic.... but there was never any reason for me to use it.
It's got potential, and I'm curious where it could go with a little more time.
This does not fit the theme of the game jam, I'm sorry to say. The connection is pretty tenuous.
I do admire the creation of music during the jam period. Unfortunately, I found the car super-hard to control (especially when bouncing between obstacles) and the visuals to be a bit disorienting, even nauseating. Cel-shaded car against a monochrome car and monochrome ground meant that I couldn't track my motion in 3D space particularly well.
I also wish you'd given better direction to the objective. Any signposting in the first room would have been helpful, no matter how obvious. It didn't take me ages to figure out where to go, but my immediate feeling was confusion, which is not ideal.
5* on presentation, especially for it all being homemade! The neon-drenched, sunset, synthwave vibes absolutely took me away! Perfect for a skateboarding game.
Unfortunately, having so little control over my own character meant that there just isn't much gameplay here. It feels good to pull off a Tony Hawk's-style grind (again, major props for sound design), but being penalized when my ability to steer out of the way of an obstacle is limited... not as much. There's also enough downtime between jumps & grinds that I wonder if you could add some kind of manual / balance mechanic to keep a combo meter up? Or speed up with each successful trick like Space Invaders?
Thanks for the submission, and I'll be vibing to that music all afternoon!
There's something here, a la some The Witness puzzles, to navigating maze spaces with two versions of your character. But I'm sorry to say that there are just too many rough technical edges to love it the way it is right now. The menu select screen, the pop-up instructions, and even the movement didn't always quite work as I expected.
Gameplay-wise, I liked the addition of the laser, but if my character is always invincible, it's hard to see a reason I'd ever want to use it instead of running head-on into my mirror. I'm glad you explored this, though, and I would be curious to see what else you could develop if you went deeper!