The vibes are so cushy.. until you make the wrong decision and then suddenly your character is all bloodied! Haha, fun game. Good job!
Forager
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Cool concept. I felt like a bit of a block janitor. Those blocks are adorable.. and the little sound they make when you place them. Aww. At first I thought it was going to be some kind of tetris mechanic where you have to assemble a shape before it drops to the ground. That could also be interesting. I think it would be fun if you had to assemble smaller more recognizable shapes - like a whole animal based on the required limb set (e.g. head, legs, torso).
Those names haha - could've been cool to code some kind of random clown name generator. I liked the color palette and art :) Regarding the gameplay - it takes awhile to pick up momentum and when you land you kinda sputter out and lose your velocity. Tis the nature of jams, but dont be afraid to really amp up the speed. Increase the jump height and impulse velocity, increase the gravity.. etc. There are some quick tweaks you can make to the character controller that will get it feeling much more satisfying. Saw your response to Kaishido, so I know you're likely aware of this stuff already, just wanted to chime in.
The clouds really draw you into the game. Funny that while presentation and composition can be complex, arduous aspects of a game, that sometimes a single element of that design can provide incredible mileage and allow you to then simplify it to an extent that you aren't breaking your back meticulously crafting endless supplies of art assets.. Reminds me of how mesmerizing the clouds are in nidhogg. I agree with SirRana that the gameplay was a little repetitive. I think if you decreased the enemy hp, sized up those projectiles and slapped some camera shake on that bad boi you'd have yourself a well oiled machine. Regardless, well done :)
I liked the very minimalist 1 bit style alongside the color shift when the time was ticking down. Had a hard time getting to a few of the cogs - some of the pathing requires you to backtrack more if you make a mistake. Fun platform challenges utilizing the gravity/wind shafts. An aesthetic like this is dying for some retro beep boop synth music, could really up the atmosphere with a simple chiptune loop or somethin.
The cutscenes and voice acting were quite charming. I really liked the character portraits. Game was pretty fun, though a bit too meat-spongey for me. Found myself walking and kiting for longer than I'd like. This was most apparent the second stage where the bullet spread enemy is introduced. I still had little damage output and its burst forced me into a more cowardly kite pattern (or I suck). The ranged upgrades were underwhelming in comparison to the can opener, or at least that was my first impression based on the immediate burst from the can opener. Did love me some can-opener - who knows... I've never been good at meta-gaming so if there's a more busted strat for stacking I'd probably miss it. Was just more fun to charge in instead of kite. It was entertaining to attach a plethora of items and become a monstrosity! Not sure the dash made much of a difference. The change in music and environments was a pleasant surprise to keep it feeling fresh throughout. I can tell a lot went into this :) Great job!