I was not expecting 2D splatoon but here we go. This entry could use a few tweaks with the movement but I love the idea. The gameplay fits so well with the palette and the story with the theme. Great work!
Josep Valls
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This is a cool platformer and a very solid entry for your first jam. My only reservation is that even though the palette fits the restrictions it could very well have been submitted to 1-bit jam as well, and the same goes for the two perspectives, I understand you explain it but there isn’t much in terms of gameplay to involve the two points of view.
Looks like you crammed not one but TWO games in one jam. That’s commendable. I really liked the tank part. It felt very vampire-survivor-esque and played really well. Maybe some variety in the enemies or their patterns would had been interesting. The side part I could not really get into. I found the controls too floaty and I kept missing the platforms, the hitboxes for the bats were too bit and I was hit even when they flew under the platform (without any change of hitting them) and the demon that appears after getting the coin was just impossible.
The art is amazing. I love both the color palette and style. The mechanics are interesting and I think they could make for a very cool game. The enemy AI could be tweaked a little. I found that often it would run away to the same corner where I actually wanted to go. Also, sometimes the deflection didn’t quite work. Still had fun finding the hidden switches.
I grew up with RTS and it’s a genere that I find intimidating, so kudos on attempting it. I was a little confused with the controls and I believe the game could use some tweaks or at least some explanation on the game page. I understand the blue units cannot attack, so I need to make additional ones to distract the enemy? And then, the red units can attack, sometimes? I built an army of 4 and sent them to the enemies and they destroyed one but then just stood there. Great art.
This is a cool concept. I love deckbuilders and I think there is something here but it needs some tweaks. I guess enemies will attack at some point but I feel I don’t have any control on what’s going to happen the way it is right now. Maybe you could add some secondary mechanic during the battle itself to influence the result, maybe something as simple as skiping a drawn card to play the next with some penalty?
Beautiful art wraps this very polished platformer featuring a traditional fetch quest. I would had prefer a little faster movement as some areas are a little large (I went left first and had to backtrack). Also, in the vertical bugs section, it was difficult to see the red spikes at the bottom, maybe the camera could shift depending on the area. Great job overall!
This was a very cool game with great mechanics. Just like other commenters, I’d suggest to add some explanation on the itch.io page (you can still modify it) because otherwise its a little confusing. Like, mention that there is a timeout for placing cannons, that the castle needs to be surrounded by cannons to work, that there is a reload for cannons, etc. I also wonder if it could be made so not all the cannons fire at once?
I liked this entry very much. The idea of having the drone to survey the area and find the bigfoot was very cool. I agree the controls were a little tricky at first but I didn’t have any trouble with them. I think taking pictures with the drone is too easy, it would had been cool if you could only survey and then you had to actually go there on foot. I did that a couple things, maybe a compass or minimap would help orient in that case. Great shader work. I have a soft spot for dithering myself :)
Thanks for your feedback. At some point I had planned an infinite procedurally generated level but I ran out of time and I just authored it by hand with an impossible “wall” at the end. The level is doable with a couple tricky parts towards the end where you just have to quickly flip down and up again, change side and do it again. Initially there were “weeds” underwater instead of “rocks” but they were even harder to see.
If any 3D artist sees this comment and want to collaborate on enhancing the obstacles shoot me a message!
I could see myself playing this game. I would tweak a couple things around the boxes in the lava, they float away too easily, kept falling because the boxes moved under my feet, also, I wouldn’t allow to pick the box if you are standing on it because again, I kept falling in the lava. After that segment the rest was very enjoyable.
This is a great entry. I really like the art style and the gameplay seems cool but I’d echo what Brainfart mentioned below and I could not get the input scheme to work for me. I could be ok with the right click to move but I’d prefer if it was allowed to keep it holder for continuous movement. Still, I’d rather have a twin-stick OR WASD+mouse movement. Also, I the scissors go way too far out. I lose track of where they are. It’d be nice if they stayed closer and maybe inflict continuous damage OR stay in-view so I can plan for them to damage something on the way back to me when I recall them.
I really like the idea but I found the game a little too difficult. It may need a little more aid to help identify where things are. If you play minesweeper you don’t get a single number, every time you uncover a spot you may get up to 8 adjacent numbers. Then you can use overlaps and the numbers to figure out safe spots. I started playing and I was lucky that I placed a box and I got a 0, then I was safely placing boxes on the 4 corners of each box, as if it was traditional minesweeper and that was a good strategy, I could not devise any other strategy otherwise. I may also recommend/ask if there was a way to start a level with at least one shape placed in a safe spot to have something to start with.
This game looks great. I liked how arrows would stick to enemies if I didn’t hit the target. I agree that a little audio would had helped. I assume the reticle for the arrow tensing shows how far the arrow will go? I had some trouble estimating volley trajectories not sure if there could be some visual feedback (maybe locked behind an upgrade).
Very interesting game and very different from any other submissions. I see the calculator as the main mechanic. I think it would had been great to have something else to complement it instead of using it in two different ways, but I agree that you are actually asking the player to exercise two mechanics in their head :)
This is a great entry. It looks fabulous and the “juice” feels just right. I think the “auto aim” may be a little overpowered as I felt myself just having the RMB pressed all the time. Maybe limit it somehow? One thing that I would also suggest is to scale the background when zooming out the playing field, otherwise, solid entry. I wanted to mention that I actually started with a space shooter very similar to yours and I even had “tank controls” like yours. I also experimented with mouse aim but also removed it in favor of something much simpler. I’d love to hear your thoughts on my control scheme.
Thanks for your comment. I did actually experiment with it but there was something off and decided to scrape it out. I was just commenting on another submission (Rift of mine) that uses the mouse to aim. Did you try it? Does it feel better? I am still undecided on how to handle that and I may bring it back.
This is a very challenging platformer. I really like the idea (as you can see from my game, I also implemented a dash mechanic) but I found the mouse control a little confusing and overall a little to difficult given the speed and tight expectations to make some jumps. I think its a difficult problem because I also tried allowing players to aim with the mouse and then decided to backtrack it so it’s all keyboard based. I saw you played mine and you seemed to like the mechanics, I’d love to hear more of your thoughts on my control scheme. I’m still debating and may change it for next round if I make it.
Hey ducky! The jump and double jump feels great and the impact screen shake adds some pretty cool juice. I found the key binding for the dash to the down arrow a little confusing, but that’s easy to change; the issue I had is that I do not know why I’d use the dash given that it’s not too long and I could probably reach most areas with the double jump instead of the dash; that’s something that may require some careful level design to create interesting puzzles. Great job overall.
The art is very charming, the intro is very cool and sets a fun hook for the game. I agree with Loten about maybe breaking the tutorial a little but overall very interesting concept. I had some trouble where often I wanted to combine only two powder but 3 would combine instead. Maybe some cursor indicating what is going to combine may be an interesting helper to add.
Hey, I liked the movement controller very much, it feels great to control. A comment though is that I used the “mess” option and I think there was something weird when eating, it would not eat all blocks and sometimes it would eat blocks behind, not sure if I hit a bug or there is a mechanic around that. If it’s the later maybe you can explain it in the game page. Also, the game looks a little too small. I believe you can still edit the itch.io page after submission, maybe you can add the fullscreen button?
This was a great entry. Challenging but fair. I love the concept and had fun playing it. The dialog to provide instructions is great and the levels progress nicely. I just wish there was a more elaborate “secondary” mechanic, maybe some currency gained while exploring that enables something to get out of situations or provides more visibility of the map, or a way to distract/redirect the AI.