Glad you enjoyed and thanks for your feedback :) Great next steps, I’ll definitely add in a delete option. I know it feels the hero’s a little too smart + moves strangely sometimes, I’ll continue to work on their movement to make it fairer, was definitely one of the trickier things to set up in this jam. Someone suggested showing a preview line of the hero's path to know where to focus your attention which I think will help. Thanks for playing!
estainer
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This was excellent, some of the most fun I’ve had in the jam. Very satisfying to pull off trick shots to hit a button. Was able to skip a chunk of the level towards the end with a careful throw – I thought this was cool. For some feedback: I think the hitbox on the scythe may be a bit big – you need to stand dangerously close to the edge sometimes to throw at the right angle, also noticeable when it hits an enemy or boss while the sprite doesn’t seem too close to it. Had a funny glitch where Richard didn’t scale back up after teleporting once so I was controlling this tiny 10 pixel blob lol. Lastly in the town level the black lines indicating which roof tiles were collidable were hard to see against the dark blue background so I was sometimes confused why I fell. Overall awesome amount of content for the jam constraints and great potential to be expanded and polished!
Excellent work subverting expectations and setting up the surprise – the true premise of the game is a very fun idea! I found it quite comical how it went back to the calm music in bullet-time as you casually line up your shot as if a thousand other golf balls aren’t flying at you. Congrats on an awesome game and attaining must-play status!
A cute game that exudes charm! I loved just how thoroughly you were stripped of powers at the start. From there the upgrades progressed a bit faster than I expected, I wanted more! Also agree with the great feedback that others have already offered. Would love to see the idea expanded upon, great premise and presentation :)
The assets used in this are combined in an interesting way with various details sprinkled across the place that made the environment enjoyable to explore. Was fun to scrounge around for money and satisfying to find a stack of notes after painstakingly picking pennies off the floor lol. Becoming electric was a creative and cool idea that added some needed variety to the gameplay. Nice work!
A challenging game - relieved that the reset is quick so you don’t lose patience too fast. Very satisfying to run up and punch the enemies with just the right timing. It took me a good while to realise to shoot past the enemies to hit them rather than try and click exactly on them and was wondering why the bolt wasn’t connecting. The SFX weren’t necessarily the most fitting but I did find them funny, the anticlimactic *donk* for shooting into wall was a nice detail. Definitely has charm despite being simple, good work!
Nice dual interpretation of the theme. This is the kind of game that I feel needs a guided tutorial and I’m glad that one was delivered so comprehensively which is rare for jam games. I enjoyed the little details and humour in the building descriptions. Very impressive depth to this game overall, great work!
And so another falls victim to the lil guy’s nukes lol, glad it surprised you! I think he definitely takes some sharp corners avoiding enemies as the path is literally the fastest possible route, perhaps I can add a couple more wall obstacles to redirect his movement and keep him in some rooms a bit longer. Plus a path preview is a great idea!
No worries, I can relate - the main premise of my game was to defeat a computer controlled hero that acted like a player, and I definitely would have liked more programming time to make him get smarter over time learning to avoid floor traps etc. Improving the enemies after the jam will make this game next level easily :)
Many things to like about this game. It’s fun to carefully choose the right moment to attack to use your power economically rather than being able to spam attacks whenever. It’s a nice touch that the character’s charge level is actually displayed on their body. Had issues with the camera freaking out if it got backed up near crates or walls but wasn’t frequent enough to detract much from the experience. Great work guys!
Great music, art and classic gameplay. Details like the messages written in the background and that skeleton at the drink station really helped build the environment. I enjoyed the nods to older games in this! If I was to offer one suggestion, maybe some small flash or animation when an enemy is defeated would improve the feel. Overall I loved the vibe of this game!
Sucking up the power in the 2d section was simple yet satisfying. Great spritework for Puncho. Very creative switching to a different medium for the fight at the end! My small suggestion would be to adjust the collision on the buildings so you can walk behind the top half to help them feel less like a flat object. Overall fun game!
Glad I found this game, I loved how the sword attack cleanly broke barriers and reflected projectiles. Also enjoyed the vibes when running though the narrow sewer tunnels. You could cheese a couple parts by shooting enemies from beyond their detection range but for the most part the game presented a good challenge
Good job creating atmosphere with the lighting and sound! I liked how the narrow-lit view encouraged you to move cautiously, constantly turning and scanning for enemies like a soldier would entering a hostile area. Also enjoyed the tone shift from the tense part to the hell yeah section! I did find the rotation to be quite jittery at times possibly from collision against the walls but didn’t detract from the experience too much
What a fun and frenetic game! Loved the chaos of fending off the relentless enemies with the unconventional weapons. Can sometimes get a bit too chaotic perhaps with the horde chugging the framerate and then clipping me out the building to fall through the Unity skybox for eternity lol. Definitely put a smile on my face though