Very nice artwork and a cool touch with the voiceovers. I loved the thumbnail as well. It could use a couple tweaks with difficulty, specially around the firing duck. I agree with the comment below on coyote time. Also, there was this platforming section with thin platforms that had double-sided collision where I was expecting it to let me jump from below but I kept “hitting my head” and it was a little frustrating.
Josep Valls
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This was great. Fluid gameplay with a touching story. I liked the little touch on the stage names. I wish I had seen it during the rating period. I thought I’d still have time today but it’s already closed. There seems to be some minor issue with the background. At some point it went black and stayed black. Didn’t affect gameplay. Also unrelated, did you draw the spirtes yourself? I love them. I actually have been working on a game where I have an enemy that looks almost the same as your 9 eye monster thing. I also have a black outline shader very similar to yours :)
I agree with comments below that progression feels a little slow. I wonder if the projectiles are locked behind some upgrade I did not get, but I didn’t really see them. How do I increase the quest level? Also, sometimes enemies spawn far away and it takes a while to even run into anyone, maybe add a minimap or some pointer towards where they are?
The graphics are very pretty. The platforming is simple but effective, with the caveat that in some of the moving platform sections it was all too slow just waiting. Also, I liked how the ball bounced and it was meaningful at the end (no spoilers) and I know I could use it on some enemies (but not others for some reason), but I wish the projectiles had some more use. Also, the prompt was for the animal to be part of the gameplay. You made it part of the story. Still, a great entry.
This is a gorgeous looking game; such an incredible upgrade from the first round. Small comment, when I was in front of the lever and the drawbridge, the “cage” was not evident to me. There is some box at the other end of the room and I tried shooting at that, hadn’t seen the “other cage” in the air.
Wow. This was a great entry. Simple but effective storytelling. The visual style of the game, with the downscaling and the little wobbles looks great. I may had preferred the opening cutscene to follow the same style. The game feels complete very complete. Minor complain is the very first spikes jump, that was a little frustrating until I realized I could hold down space to “jump” further.
This game looks really nice. I think this could become great with a couple tweaks and I’d like to see more. A couple comments:
- the text at the beggining takes way too long, please add a button to speed it up or skip it. same with the logos at the beginning.
- when playing in the browser not on full screen the text starts scrolling offscreen and it takes a while to reach to the visible area. I was going to close the game and when I went fullscreen I saw the text was still halfway the screen
- there doesn’t seem to be any strategy to killing the rats. maybe you could add a weak point and some mechanic where hitting a rat it staggers it so you can move to another one to stagger it or have time to reload and then come back to finish the first one. Otherwise its too easy.
- have some visual indicator on-screen about the bullets left before reloading.
Thanks for your kind comment. I will make the “next” button print the full text when pressed once. About the story, the last two lines were always the intended end of the story; I just wanted to give a little but more context on the father-son relationship and some of the struggles kids may go through in an unconventional family (I am from a single-parent household myself). Also, I already had the tech to make objects flow, I just spent too much time on some other stuff and found some last minute bugs.
Hello,
I would like to make a small team with up to 5 people, looking for:
- A 2D artist (I can make 3D but I’d prefer to focus on 2D for this jam)
- (filled) A sound designer/music composer
- A game designer/writer
- A second developer (happy to work with someone junior who can contribute to the game design and that would like to learn together) We will brainstorm together and then every one will be leading and full in control of their area. I’d love to meet new people and for any unfilled roles I’ll tap into my network once the jam starts or rely on asset packs.
Check out my portfolio to see if something is interesting to you: https://josepvalls.itch.io/
If interested, message me on discord: josepvalls
The game looks and sounds great, the story is simple but compelling, the cutscenes are cute and funny. I loved the Katamary when I played them and I love seeing it back here; my favorite part is still the arena battles. I had some trouble in the training when I was supposed to shoot down targets. I assume I need to throw myself at them with some degree of force (I am the projectile?) but I was only able to shoot down one. Other than that, everything else, great work.
Very cool cutscene. Great art. I liked the round 1 submission and I was looking forward to seeing how it would evolve. I did run into a couple bugs, one is that I was spitting blocks but those were going stacking or somemthing and didn’t do anything. I also got trapped between blocks and couldn’t eat nor get out. I think the speed is a little too fast, maybe introduce the game at a lower speed first.
The art is great and the cutscenes are really cute. I am still a little confused with what is going on and most of the time I am just staring without knowing what to do. What is the bottom orange bar? Is that for the bees that come? Why? What are the 3 different numbers in the health bar. What are the 5 boxes under the names at the top? Is honey the gold? What does it mean when a card buffs for “one turn”? What is “one-turn”? There are lots of cards may be, some basics about the cards could be added in the game page. Also, I cannot tab-out of the auto-battle as it pauses as soon as the game loses focus. Maybe add an option to speed things up? Also, is it really multiplayer? When I see someone’s name, is that a deck someone used? Is that someone online right now? Can I chat with them?
I really liked the idea behind the original submission. I was looking forward to playing a refined version but as the game is currently it is very confusing. I “solved” the first puzzle by trial and error but then didn’t know what to do in the narrow passage. I know where the mine is but it won’t go away unless I clikc on it and die. I bet there is a strategy that I am missing. Could you add some clarification in the game page?
Hey, these tracks are very cool. Thanks! I used a couple of them for my game jam submission here: https://josepvalls.itch.io/turbo-ducky-2
This is a very nice game. The graphics, music and overall polish are outstanding for a jam game. I ran into the same issue as the commenter below. The first boss weak spots were very obvious in the first phase but I didn’t know what to do in the second one and I died. When I wanted to retry I kept getting this error: Webgl context lost. I am on Chrome on Windows 10.
The cursor movement was an intentional decision. The cursor is not a child of the player and there are a couple tweaks to clamp it away from the window borders. The main goal was to make it work properly with the dash mechanic as it ensures that you are still pointing the same way your were before dashing, otherwise often you’d get flipped around. I overlooked the impact on shooting and I may need to rethink that going forward. Thanks for your comments, these give us great motivation to continue improving the game.
The presentation of the game is top notch, with cutscenes and everything. I agree with some comments below, the bossess have way to much HP. I played on normal difficulty. I really didn’t like the fact I have to recharge so often and the stations break down. I spent more time looking for a station than shooting at the boss, and having to stay still to charge prevents me from avoiding bullets.
I liked your entry but I found a couple things a little confusing and got a little messy. I’d suggest adding some visual feedback to know if the cursor is within range for an attack or not and some better way to show where you are aiming. I kept losing my cursor in the orange attacks of the first boss.