Collected the six thingies, scaled the mountain, turns out the green orb wasn’t an interactible! Very nice environment and very interesting world, although I couldn’t help but feel it a bit too unserious. The humour could have been sprinkled in to depict a god with a funny side, rather than just a stand-up comedian. I would’ve liked to know why I was a blobular ghost baby stuck in limbo! Where is the lore! Some more mountains to ‘scale’ (and also to scope out where the next orbs were) would have been nice, but otherwise this strange world will remain a silly mystery. Enjoyable nonetheless!
Duski
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Very well-crafted and confident artwork, this is such an interesting medium to use to display one’s art - you should do more in the future! As others have mentioned, some parts wouldn’t fit correctly which ultimately felt unsatisfying. With more minor fixes and a catchier display this is a very nice showcase :) Could be more theme-oriented though !!
You’ve created some really nice tension here, nice job! I wish I could get past unlocking the car, because I’m really interested by what else the map holds but unfortunately I’m pretty stuck! Some checkpoints and a faster death could be nice :) Very enjoyable though, really cool concept and satisfyingly made.
Simple, smooth, and graphically impressive! A very well-rounded game, congratulations on making it in such a short time :D
While I struggled with the difficulty often, that ‘Skip’ button was a welcome addition so I could just see everything you had come up with. I think some sort of meter would have been of help, as the player-size is hard to read (and therefore judge your next move).
EVEN LARGER levels could have been fun - some gimmicky breaks from the challenge - let me swing freely like a giant fuzzball.
Overall, super impressive and feels entirely like a finished product already. Good job on the visual programming too. Stay Slimy!
The visuals were definitely what attracted me to playing the game, so nice job there - the gameplay idea tied in really well. Felt like a Castlevania minigame. I never really figured out the point of levelling-up the turret, and the omni-directional firing could be utilised more (enemies from the sky? from underground?) Nice game though, I definitely had fun and enjoyed the lore :)
Now this is so cool. I surprisingly never softlocked myself, and I’m in love with how cleanly the jump-king style works alongside the building mechanic! Gorgeous art and a very well-rounded experience. Poor grandma :( I think some nice post-processing or pixelize filter on the monster could’ve let him fit in the environment more, even a cloud layer infront to make it more grandiose. Some more effects from items or food would’ve had a better sense of accomplishment, but that’s the nature of a game jam and I’m still impressed with what you did in the time. Very nice work!
Genuinely astounding. There aren’t enough rating categories the quantify how much enjoyment I had! Congratulations to everyone that worked on it, I spent so much time discovering species and I was on the edge of my seat the whole time. I was so ready for a comfy aquatic adventure but then you went and shot my heart-rate sky-high (worm = bad). I’ve given all of my reviews constructive feedback, so it would feel like favouritism if I only gave positives here:
-I spent a lot of time maxing out east-to-west travel, expecting some rare species or secret area, but unfortunately t’was only sardines!
-I do appreciate how many fish behave differently, and while it was still impressive to have such a roster made in a short time, their behaviours could be even more varied/interesting to change up the gameplay loop.
-Yada yada slow movement speed yada yaada. I thought it was perfect. Art, Narrative, VA, UI, Programming, Audio, anyone else I’ve failed to mention… Hats off to you guys! Glad to see another submarine game, especially one I fell in love with <3
Very nice visuals , works well with the gameplay - which itself is a lovely little strategy loop. I found myself clicking random buttons to no avail to begin with, while I eventually got the hang of things I think here a tutorial would’ve been useful since the game page instructions were a little confusing. Oh well, definitely a short time to fit all that in so you did very well with the final product! Cool mechanics and unique atmosphere <3
Really loved this! Huge fan of intentional game-breaking, lots of fun gameplay opportunities with a very unique twist. More digits to play around with would be very interesting (Resolution!? FOV?!) A lot of my deaths were from me finding trouble clicking on the UI, but accidentally setting my health to zero was pretty hilarious. I did end up getting oneshot while at 5,000 health a few times, not sure why! Overall hugely enjoyable and I ended up spending a lot of time playing. Very good job!
Very cute, with a lot of scaleability if you plan on expanding further! Lovely artwork, and the gameplay loop was very concise. Unfortunately a lot of my ingredients would disappear into thin air :( I haven’t seen this concept done before, and while it was a bit tenuous in regards to the theme, I had a lot of fun while I played :)
Pretty damn nuts. At first I thought it a silly funny game but … With some more visual development I can see this as incredibly unsettling. The backflip was fun but I couldn’t manage to recreate it :( Would like to have seen more utility for the fetus and the old person, but what an odd and intriguing experience, nice job!!!
WOW! INCREDIBLE! So much polish that it’s glistening. Clean and confident art, super unique concept, detestable protagonist. Love it. A lot of the playthrough moved quite slowly, with my eyes reading faster than text could appear + quite lengthy fights. This was totally fine, until I started dying. And I died a lot. Ultimately, an absolutely excellent product for the given time !
Spoilers!!!1!!11!!!!
Awesome. Definitely my type of game, loved the ARG elements and how well the story fits in with the gameplay. Found all the secret messages, glitched out of the map a few times, jumped off the wrong side of the building embarrassingly too many times. I’d love to give some feedback on the ciphers, but don’t wish to spoil their solutions. Unfortunately I couldn’t decrypt them all (with hard-to-read font + the game ending too soon to read final message). But the added lore was very welcome, thank you for making this! (the ciphers in my game got cut </3)
Wow this was cute! Haven’t seen many exploration games this jam, so it was quite refreshing to see a slower paced entry. I’m behind you with the lack of a sprint button, however with things like environmental storytelling, collectibles, or easter eggs, it could have seemed less time consuming to get around if you had more things to look at :) Gorgeous art, both the 2D and the 3D, props to everyone that worked on it , great job. Also… Where do I see my score? Am I dumb?
Cool take on the theme :) Having the environment be quite unique too was a nice touch. I think there was room for more brain puzzles rather than platforming puzzles with the size-change mechanic, and as the worst platformer player on earth I could not get through the interior areas at all. Fun to play and I can’t wait to see what games you come out with next!
Took me a while to realise the shapes weren’t 100% achievable, so I spent way too long retrying the levels haha. Cool concept for definite, shame you didn’t have more time to implement the ability to create the gaps yourself, would have liked to see where that would take the puzzle aspect. Charming and interesting game, nice job :)
Unfortunately this game is SO real, I’m very glad you managed to finish it :) I’ve never been one to ‘review’ stories that seem personal, but in short - as others have mentioned - the dialogue does tend to feel a bit on-the-nose. A few changes according to the ‘Show, Don’t Tell’ rule in narrative would be super beneficial, because the story told is for sure engaging!
Fun! Spent most of my time upside-down, but this game does very well within its simplicity. You have perfectly captured the art of bouldering - that ‘skip’ button is essential in a game like this. Could have been fun to lean more into the sport of rock-climbing, such as the ability to analyse a puzzle before attempting it, or more opportunities to use momentum to swing. Super fun and interesting - great job!
Very satisfying! A pretty good amount of difficulty too, having the weapon tied to the ship’s direction was hard to manage at first but eventually it gave it a unique type of challenge. Could have been nice to see the ship upgrades be more significant, but otherwise no complaints other than what was limited by time constraints!
Very fun and silly! I felt like the tooltips tended to point out the obvious, but it was nice to see little hints of narrative built into them. Satisfying ending! I much preferred the puzzling to the platforming, but that might be because I play like an IGN reviewer in the Cuphead tutorial. Definitely enjoyed the aesthetics too, an uncommon colour palette that really worked for this experience :)
Spoilers!
ADORABLE! Thank you for inviting me to the party, glad it had a happy ending. I fully understand the cutting of corners, so it would’ve been fun to have the ‘have you even tried using any of those items’ dialogue come to fruition. Consuming, say, a fire-immunity potion at the cost of losing the item would have been an exciting gameplay loop. Loved the art, loved the charm, found the controls a little too close-together for my slow fingers but otherwise a promising and whimsical entry, congrats!
This was sick! I love Fleshy Tetris. Very unique, definitely took a few attempts to figure out strategy, but the variety of blocks kept me engaged. Still don't know what that brain-looking one does though. Quite punishing, could have maybe done with shorter rounds or an easier first few stages. Lovely art, very intelligent concept :)