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HolonProduction

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A member registered Feb 10, 2022 · View creator page →

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At first I thought it was just a retake of Celeste’s controls but the limited amount of dashes makes for a very different and interesting mechanic.

What concerns me more is the jump strength issue xD Not quite sure if it is a bug or something related to window scaling. But if your mouse is very sensitive it may help to drag slowly in the opposite direction of the jump indicator. (It may take some time until you see the arrow getting smaller.)

I guess there is some restriction regarding file saving on mac that I am unaware of. The game tries to save the config in the same directory were it is located and mac may be blocking that. I will look at it. But I am not certain if I can submit this as game breaking bug during the jam period.

When you drag the line gets longer based on how long you drag. This has an influence on your jump strength. Thinking about it do you use an hdpi monitor? Could be that this is broken with high resolutions.

If you want to replay it for the gameplay that is what timed mode is made fo. And in theory the game should save that you read the initial dialogue (or did you use the reset progress button?). But yes in generall skipping dialogues is a thing that I will propably add in a postjam version.

Oh I see. That is unfurtunate. Espacially as that ending is not unlocked in all cases. I will ask if I am allowed to submit a fix for it.

Litle note from my side to not claim false praise. I did not make the music but only picked songs that seemed fitting. The original creators are listed in the license file. Yeah I know the game is challenging. Propably not the best thing for a jam but thanks for giving it a try anyways! I can’t really imagine how a keyboard control would work, since the different strengths are needed at some places. An alternative way of controling could be a Gamepad with joysticks though.

Really like the idea of joining tower defense and top down shoter. Sadly I could not beat level 9. Some kind of hint system may be useful (but overscoped for a jam). But the levels I played were funny and challenging.

Little hint on design: Level 3 and 4 give you enough blocks (including canons) to block off all spawners.

Sadly I was not able to finish it. I don’t have a strong PC and got a lot of frame drops wich made it hard to play. Also I did not manage to pass the first phase because there always would be some penguin, who would not run away when punching. Seems like a bug to me and happened in three consecutive tries. On the bright side: Those penguins look very cute! Now I feel bad for punching them :(

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Some points I noted:

  • the wall jumping does not feel intuitive. You jump when leaving a wall facing left but you fall when leaving a wall facing right. Makes the climbing segments more challanging than they need to be
  • The respawn animation seems broken and takes to long in my opinion (I died a lot during the climbing segments)
  • There is one climbing segment with moving spike things were you can get in a situation were only the wall and the player is one the screen. It is hard to tell wether you are moving or not. Some background objects could aid with that
  • The tutorial signs are not despawned for some reason

But overall a very funny platformer.

In the baloon minigame you can go to the uper border of the screen and pass above the obstacles. Some out of bounds obstacle could solve that. Asides from that very funny minigames. I think the music really helps to create a good mood.

Thanks for the feedback. I’m glad you enjoied it! I will propably make a postjam version to iron out some of the things you mentioned (for example it is not possible to return to the title screen without restarting). I thought I fixed the issue with mouse capturing. Which ending were you playing?