<3 It's so dam cute.
Adam Frank
Creator of
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I think the previous comments are all pretty accurate. The relaxing tone you've set in this game is well suited to the mouse control flying gameplay, which is a little difficult according to a few of us, but still manageable.
I think you also use the language of video games well to communicate what the player should be doing, without telling them outright.
Good job, hope to see you in future jams.
Hey Itch, Franky here.
Kathleen and I made a new puzzle game together. We're tremendously proud of it. It started off in the 1-Bit game jam, but got such positive feedback we're extending it.
It's a puzzle game where you are trapped in the dark dimension of the Nothing Door.
He will only let YOU through.
If you want to get through you'll need to think ahead, because if you leave any items or enemies behind...
...you're trapped forever in his dark dimension.
Already up to 40 levels, with more coming!
Lots of super cute and spOOooOOoopy 1-bit artwork by the super talented Kathleen Light. Music by me.
Play demo free in the browser
Good luck, and thanks for playing!
Adam and Kathleen
I really enjoyed this game for a bunch of reasons. I think the most obvious praise to give here is that it's a very clever puzzle game with a unique element of completing circuits. It's rewarding to solve puzzles and that's what puzzle games are all about.
The art is great, the title screen is great typography, I love the sprites. Well done.
Highlights for me were the sprites and music. I think you used the theme really well here too.
You can get stuck in a situation where your only option is to eat. I personally find that very charming and funny. My second playthrough I got rid of the 'brain' option first and boy did I regret that haha. I only managed to beat it with the warrior. I think MP could recharge a little faster and then it would be a little more balanced.
Fun game, a lot of content in a small amount of time. Congrats!
Adam
Has a strong 'dreamland' aesthetic to it. I think you had a vision of what you were trying to do since the beginning and then accomplished it.
It's always clear to me when an entry had lots of planning beforehand versus when a creator was just winging another platformer game, hoping the idea will come to them. This was one of the former entries.
Thanks for putting your soul into this one. It elevates the whole jam. Well done.
Adam
It's really cute. I love your original sprites, and the 'swiggity swooty' animation of the penguin. I think the cards as actions is a good take on the theme. In the next version I'd like to see controls with the arrow keys added as its a little difficult to coordinate all the actions with a single hand.
Really cool entry! Let me know if you expand on the game! <3
Adam
Thank you so much for playing!!
I should add that the 'solve the previous puzzle punishment' only happens on certain levels where it's very important that the player understands the newest mechanic (i.e. the health potion on level 0-3). So it's not meant as a punishment, but as a helper to make sure the player understands. Otherwise the rest of the game could be confusing. Most of the levels do not send you back.
One of my favourites of the jam so far.
I like the humour, the heft of the gifts, the animations, the sprites. It's all very satisfying.
I wish the music was more closely matched to the Christmas vibe, but I understand that your choices are limited when using open source music.
Hope to see more from you in the future!
Adam
Great job! There's a nugget of a full-scale game here I think. The concept of climbing with your dog has some serious story-driven game potential. Thinking 'The Flame in the Flood'.
I think most of the faults of the game are really just born from the time constraints you faced. I did like the eventuality of my emotional and physical strain, but I didn't feel like any of the choices were ambiguous. The 'correct' path was always clear. I think with a little more balancing this game could be very very sticky, like 'Slay the Spire'.
There's obviously artistic talent on the team so I'd really love to see more of the main character, and dog. Animating characters in such a short amount of time is difficult though, so I gave 5 stars to the art that IS present.
I really hope you keep developing this game. I'm a fan of what you've done so far!
Adam
Freakin' cute. Kathleen and I both enjoyed the game. Obviously this deserves heaps of praise.
The highlights for me:
The yarn ball really feels like a yarn ball, and I appreciate the yarn coming out from a single point, instead of just being a trail on the ground where the ball contacts the ground. The music has that 'kitten funk' that is just adorable. It's bang on the theme too.
A couple quality of life suggestions based on my experience with the game:
The cat in the goal zone is a pretty unforgiving. I found the most challenging part of every level getting the yarn juuuust right. It made the rest of the level not really matter. I whispered 'f*** this f***ing cat' at one point. Maybe if they didn't smack back as hard. Keep the mechanic though.
The arrow pointing in the direction of your click understates just how hard you're about to roll the ball, so it looks like it'll be a gentle push but it goes way further. I would like to see that adjusted a little.
I think y'all should take this game and bring it to commercial release. I think it would do well on the AppStore. Could probably make money off it.
You guys rule! Thanks for sharing!
Adam
These skulls kicked my ass!
I played a little longer than I care to admit before realizing I could move. That improved my score quite a bit.
I think it's all very smooth, and I think that using your survival time as the score makes a lot of sense.
I think the rest of the comments below kinda cover everything else so I'll just say I enjoyed this, it spooked me, and I confirmed suck :D
Adam
We agree and with all the feedback coming in we decided to adjust a number of levels to make them repeat only. We want people to make it all the way through. The tutorial levels are still 'rollback' levels because we need to be sure the player understands the core mechanics before moving forward.
Thank you SO MUCH for playing
Adam
Thank you so much! Although we thought it was the way to go, enough feedback has come through to make us make some minor changes. We don't want you to 'accidentally' pass, but also don't want you to get frustrated. So, certain levels that are 'tutorial' are staying the same, but the more difficult ones 'repeat' now.
Thanks again for playing it means a lot to us.
Adam