Thank youuuu! My only regret was not having enough time for a soundtrack, but the sfx helped a lot with the awkward silence haha
Efterblivna
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Cute game with a fun and cool premise that allows for some really interesting puzzle designs! I loved the different tools and how they not only interacted with the environment but also with each other. Unfortunately, I found a bug that only allowed my character to face the left, so <I couldn't place objects to the right, which made some levels impossible :( But other than that I found this game to be a super strong entry :D Good job guys!
Simple to understand yet fun gameplay and charming graphics! I enjoyed my time playing through the levels and trying to three-star them all! I loved the small intro cutscene explaining the story and the "gameplay cutscene" before the first level. Such small details adds so much polish to a game! Great entry :D
Fun interpretation of the theme! I love the idea of playing as a falcon and swooping down to kill your prey. I wish there were more incentives to use the swoop mechanic or play faster, because I just found myself dashing and killing enemies that way, since it was much safer. A time limit with a star system could work, or a leaderboard(?)
Either way, great entry, and great concept for a game :D
Cool way to integrate the theme into a vampire survivor type of game! The graphics and animations were super polished and the mechanic to take away abilities momentarily to later make them stronger is something I haven't seen in this type of game before and makes the upgrade process a lot more convoluted and interesting. Super good job :D
Truly an amazing entry! The level of polish is out of this world and the game was super captivating. I found my combo of short kings and molten blocks to be the most effective, and played around 12 rounds before realizing the enemy just looped (as I later realized you had mentioned)! Super impressive, and currently my favorite game of the jam so far :D
Very nice art and theming, and great music and sfx as well! I really like the concept of learning the cats' preferences, but in the last level, I felt that I was more keen to just brute force it. If you were to expand this game (as I think you should because it has a lot of potential) I would recommend having like a notebook of all the cats from previous levels and their exact preferences, so the player just brute force the levels, but still get the experience to "learn" the new cat's preferences :D
It is a simple yet effective and very enjoyable game! I liked the simplicity of the gameplay, and that you just build a tower with the blocks you had as a kid, and just like back in the day it was loads of fun! I agree with the other comment that said this is a game made for leaderboards, but I would also want to see more game modes, maybe designed levels with limited blocks, a free play mode with leaderboard, and maybe a competitive with time? You can easily expand this concept, but nonetheless nice work :D
Thank you so much :) I had planned out and designed 16+ levels, but unfortunately due to time restrictions was only able to make six, and four of them were made in in the last day hehe. Guess its a lesson about procrastination or something :) But I am glad you enjoyed what I was able to make nonetheless :D
Cool game. It feels like an old-school school rpg but with a unique theme instead of the usual fantasy one. I liked the randomness and the game being unpredictable. The more you play, the more you learn, and the better decisions you can make. I found a bug where once you got in a whirlpool and flung out to a random location, I got outside of the map, which made me unable to move. But other than that, good job! Fun game :D
Cool game :D The smooth animations and the simple yet effective pixel art creates a coherent sense of style that works well and the witty dialogue is half the reason you continue playing the game. I would've liked maybe a bit more creative platform design, and introduce one or two more mechanics, but that's me being nitpicky. Overall great submission :D
The original idea was more of a story with a sort of horror esque tone, where people continuously are stuck in this maze, until a person comes out and finds out about the truth. Unfortunately I had loads to do in my personal life so never got to the story part. It was never tested for a replay after you get to the middle, so I didnt know about the bug haha. I'll try to find what makes that happen, fun debugging quest :) thanks for playing the game :D
Thank you :) Messing up a map for other people was the only thing I could figure out that would relate to the theme so glad that that idea was understood :) I never knew how long I was going to make the timers, but it might have been a bit TOOOO stressful as you say. These are the things you miss without proper playtesting
Nice concept! I liked that you had a tutorial because I feel like I would have been very lost without it, and the minigame was a nice addition :D I felt that the game was a bit too much dependent on pure chance, but I can imagine it would not be as much of a problem if you were to expand it! Good job :D
Interesting concept where you have to switch between the dream world to defeat the monster and the real world to unlock the tools to do so. It took a while to completely understand what the goal was and how to achieve it, but once I did I enjoyed the game :D I can see how this can be expanded upon with more levels and harder puzzles in the future!
I saw the problems with exporting the game, but fortunately, I still got a feel for the game in the tutorial! I really REALLY liked the feel of the movement. The coyote jump and the variable height jump felt great. From this point on with these basics you can build any type of platformer and it would honestly be enjoyable. Good job :D
Cool platformer with a cool twist ending. The artstyle was simple, yet charming, and the game was challenging yet fun. Sometimes the platforming controls felt a bit unfair, and it might be because you didn't have a coyote jump(?) which I would STRONGLY recommend learning about if you keep making platformers. Still an enjoyable experience nonetheless
A very ambitious undertaking for such a short amount of time. I love the idea of balancing the ecosystem and the town and having them both influence each other depending on your actions. I can see how it wasn't finished, and I did run into some bugs while playing, but if this ever gets realized into a proper full release based on the concept it could be super interesting!
Thanks for playing and all the nice comments :D! Having problems figuring out which part of the map you spawn in was part of my idea, would add to the confusion, but I might have gone a bit TOO hard and should have probably made it a bit easier with some sort of clear indication. The idea that you can't delete the paint was actually part of the design even though it might be counter intuitive with some second thoughts, The plan was that if you did something wrong it would follow with you for the rest of the playthroughs, and you would have to circumvent that by adding even more stuff. Vicious cycle type deal that would fit into the theme. But now after I've uploaded it I am not as sure anymore how good of an idea that was haha
Thank you so much for the nice comment <3 glad that it was a good balance of how punishing the setbacks were.
The music loop was something I added the last two hours before the deadline, so I definitely agree that it was a bit short, and maybe a bit too annoying for being that length. Music is definitely something I will focus more on next time :)
As you said, the time of switching between gadgets was made to not cheese the levels, but I hope that in the future I will be able to design the levels in regards to the tools and not vice versa.
thank you for thinking it was difficult hahaha. I think the activation of the climbing gadget could be easily fixed by just having different controls, so not everything is on one hand. Having to move right with d and simultaneously change the climb gadget with 3 with basically the same finger is way too much effort. Thx for the feedback <3
Thank you for enjoying playing and heating falling down <3
Having all controls only on one hand was definitely something I overlooked being a problem, but its obvious now that its been pointed out. When I learn how to make a proper options menu with rebinds I hope this doesn't becoma a problem in my future games haha xD