Also, if you decide to continue working on the game, I'd suggest adding some kind of visual indicator so you know which one is you. Maybe a green light that turns read when you die?
GummyArms
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Great game, and well polished for the short time limit given. While the concept has been done before, you added a new twist by giving the ability to pick up and throw the corpses afterword.
The only real problem I found was how you could stick to walls but not jump off them. Also, dying while holding a corpse causes the held corpse to not interact with anything. I don't see this as a problem because you can mess around with, but felt like I should share.
The Pixel art for the game is amazing, though the walking animation feels kind of awkward. It doesn't feel very creative though, as it seems like it just essentially followed what was said in the theme announcement of making the goal a spike.
Also, for some reason on Level 7, I wasn't able to jump, so I couldn't get far into the game.
If you decide to continue working on it, I would suggest polishing the walking animation and letting players use space to jump(unless space is for something else later).
Interesting concept, having the room fill with water the more you die. Was there a specific reason why I was a balloon. To me it didn't make much sense as balloons float.
The game definitely needs quite a bit of polish though. I got to the level with the jug and had no idea what I the jug did. I couldn't seem to get up to the first platform, and for some reason, the cactus kept disappearing.
My main suggestion would be to make it more clear to players as to how to play, at least until the main mechanics are understood
Seems like a pretty unique take on the theme, showing how in any skill, failure really is progress, as you learn from mistakes and get better. It's a great message to everyone, especially new game developers.
I'd love to play this if you ever make it into a full game. It'd be fun to see many different types of games in both states.
My only complaint is that with the more polished platforming level, I fell down early on with no way up, so I had to restart the game. Please put some spikes down there next time.
Interesting game, it was definitely a cool mechanic how you got different puzzles if you failed or succeeded. I liked the simplistic design of the levels.
It was annoying walking all the way back when failing near the end of the success chain. Also, I would prefer if you didn't have to hold the mouse to continue holding the object. Multiple times I ended up dropping a cube by accidently letting go for a split second.
If you're planning to continue working, please fix the spelling errors and make an actual end room. Letting me just walk around caused me to try and go back to the puzzles and I ended up getting stuck in one.
So far my favorite game from the jam. It's hard to believe it was made in less than 3 days.
I love the randomly generated names, death messages, and messages when viewing bones. It adds a generous touch of humor to the game.
I feel like the level may be a little large, but it was satisfying to complete once I did.
Do you plan on expanding the game at all? Perhaps adding other dungeons to play through after completing the first?
It was fun to play at first, but the background(especially on the title screen)made my eyes hurt. I also didn't really feel like it fit the topic that well either as there's no consequence to alerting the guards and therefore it doesn't feel like a "fail"
If you decide to spend more time on this, I would suggest having some kind of counter to know how many guards have been alerted, and possibly have alerted guards chase after you, giving players a risk/reward system for waking more guards
The sound, music, and lighting were incredible. It was also smart of you to give the guards spotlights so you could tell where they were looking.
I wish there was some kind of indicator to know if a guard saw you or not. I didn't fully understand how it fit the theme "Failure is Progress", as there didn't seem to be any kind of benefit to being caught.
If you decide to continue with the game, I'd suggest spreading the money out, possibly semi-randomly, as players could then change strategies for which money blocks to grab first. "Do you grab the easy ones first so you don't get caught early on, or do you go for the difficult ones so you can still win if you get caught early on?"
You have a very cool concept and a well made game. I liked the glow that the obstacles gave off. I didn't fully understand some of the different abilities when I died. Some of them felt like they did nothing and the one that prevents jumping just felt bad.
I'm guessing it's a bug, but if you stand in the corner opposite the sunray, no obstacles will hit you.
Overall a pretty cool game, just a little hard to understand at first