Thank you so much for taking the time to give this detailed feedback! That all extremely helpful to us. If and when we make a new update to the game we will take these notes into account 100%.
Akira
Creator of
Recent community posts
Thanks for playing it in it's buggy game jam state! We updated it and made the controls way more smoother along with fixing many bugs we all complained about haha. We like working under a time constraint and are eager to take what we learned from this Jam into the next one. If you find some time to play again please let us know if you run into anything else worth patching!
Hi ambrits, my team and I had a chance to sit down and talk level design, we wanted to make some new levels but found that leaving the ones form the Jam there as a time capsule worked for us. We definitely want to work more on our level concepts and development on the next one. Thanks for your feedback on the first version, we updated the controls and they are way smoother now. If you have a chance to jump back in let us know what you think!
Hi Sprazzal, we had a chance to update the game since the Jam and the ending is finally in place! We didn't have enough steam to fully flesh out the story. For the next jam I will for sure focus on player story narrative. If you had any advice on how to work on, execute or even develop something more solid I welcome any and all comments!
Thanks for taking the time to play and comment! We had big narrative plans that definitely are just missing completely from the game. We would hope our story concept would help bring that creativity aspect to it but in typical Game Jam fashion we ran out of time, big project scope. Limbs would lose colour, you would have a pick up from other robot animation to show you're stealing battery, and in the end when you sit down and die, another robot comes along to take your parts to keep running.
Thanks for the detailed feedback! I'm glad you hate the hookshot sound as much as I do hahah. We intended to have the robots limbs close colour as the controls depleted but in typical game jam fashion, scope was off. It was my first time learning and animating, and using Aseprite to make stuff as well. We're all about learning new things so it wouldn't be without it's many many flaws haha.
You actually only have limited moves, you'll see at the bottom batteries that show how many lefts you may have or rights, jumps etc. We wish we had time for more narrative and tutorial elements to get players really rolling. If you have the patience to push through and experience our little game fully I would love to hear more feedback!
Very smooth, felt great to zip around and kite enemies. I wish it felt more out of control as it was predicable taking turns who could shoot, at least on the first level i was playing on it seemed to just be blue, red, blue, red, maybe I got lucky! The brush font felt out of place when used next to geometric game shapes. I would consider a simple sans serif font, bold for sure and maybe layered! Use the little triangle guy in the logo itself as well in the letter W. Great game jam game for sure!
I liked the character design, the cheaky copy writing and the concept as a whole. Great consistency with art style, felt it matched the games concept very well. Wish I could read more speech bubbles. I got big Earth Worm Jim feels, a great success in my eyes. I liked Owl Village so much i want to vacation there.
First try i checked the keys for controls and found the sensitivity way too high i spin and got VERY disorientated, also all the people spawned above me once I caught up to them finally I couldn't hit anyone. I loaded it a second time and hit some guys, hilarious but then i spun and clipped close to out of bounds. Once i got back on track the people were too far away and once I caught up too high again, i think the level isn't flat. Music rocks, idea is funny, keep game jamming!
Love that big wario ware inspiration. I would love to see this developed more! It worked perfectly for me, made sense, but i felt didn't fit the theme. I like the small narrative concept at the start and would love to see more of that to help with the jam theme itself. It looks like you had big ambition but be proud of what you put together! I liked it!
Music matches perfectly the tone. I like that you gather pieces slowly, reminded me of Plok on the SNES in some aspects. I personally found that the levels were too big! I would of liked a mini map or ability to see more of the platforms ahead of time. I wasn't sure when i was in a different level or not after exiting the door. I had some issues timing my jumps as the character was already pretty boucey as an idle animation and getting stuck on the edges i was jumping towards not making it over completely. I had an issue of my character not turning around after jumping and not letting me jump again I would love to help play test if you continue to improve it after this!