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kasdf

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A member registered Nov 05, 2021 · View creator page →

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Here’s a close-up to better show what I mean:

Nice update!

I suggest trying window stretch scale mode “integer”, as the pixel art currently looks pretty distorted on 1920x1080:

Yeah, I realize I made that maze a bit too convoluted. Thanks for playing!

I’m stoked you got trapped in the character creation hahaha ~

I agree about the mazes. I didn’t want them to be trivial, but I didn’t want them to feel too annoying either. It was really hard to find a balance, and I realize they ended up being a bit too tedious. Thanks for the feedback!!

Stunning visuals and lovely sfx. Awesome monsters. Really cool mechanics. Just missing some sort of progression or variation, to keep it interesting. I love the diegetic map, it’s simply amazing. Great entry!

Nice and simple game! It’s pretty solid, with quite interesting gameplay. There’s quite a lot of depth to the simple mechanics, like different strategies like choosing to dodge or destroy enemy attacks, with different risk-reward trade-offs. I thought it was really fun trying to keep all 3 copies of the guy alive, but the difficulty goes down with each copy lost, so I wish there was a way to regain the copies to keep the game challenging. Losing a copy is also extremely punishing on the final score, which incentivized me to restart if I lost too early, to avoid the duplication bug when pressing R.

The vfx are nice and flashy, I especially liked the colored death effects that stick around, and the characters’ shadows stood out to me as really cool. The music is great too, very fitting! However, the constant hit sfx got annoying fast.

While there are a few minor issues, it’s overall a really fun and concise game. Solid entry!

I love the name, the title screen, the transition into gameplay, the audiovisual mood, the philosophical musings… everything here is simply superb. During my first few moments with the game, I was expecting a sort of troll game where it was really just an endless quest for something that doesn’t exist, so I was pleasantly surprised that there was actually something to it. And I really appreciated what’s there, the only downside is how very little there is.

The stereo-directionality of audio seemed off to me at first, then I realized it’s based on Albert’s rotation, which is a really nice touch! But it seems like his right ear is my left ear and vice versa, i.e. the left and right channels are swapped… unless I’ve plugged my headphones in the wrong way. I loved that detail anyway. Really neat entry!

Thanks for playing!

Thank you for the feedback!

I’m writing this just because I want to explain the second level — I’m not saying you should play it again. Like Saad hinted at, the goal of that level is to get out of the maze (and into the blue). I tried making the maze solvable with some trial-and-error exploration, but I admit I didn’t have time to get it just right, and some paths are definitely more tricky than others.

Since the voting period is almost over, I’m okay with spoiling level 2 completely — if you’re curious, here’s an editor-screenshot of the entire maze, with mirrored walls overlayed.

Thank you!

Thanks!

The reflection is not supposed to stay there, but it’s controlled separately from the character in the first and third levels (using arrow keys instead of wasd). I wasn’t sure how to communicate this in-game, so I expected some confusion there, but I tried to be clear about the controls in the menu and in the itch description.

Insanely cool game! Everything is just stellar — music, visuals, and of course the gameplay… just wow. While it wasn’t very enjoyable with keyboard inputs, this plays really well using a controller, and it stimulated my brain just right.

I encountered a weird issue (twice), where pressing A on my controller restarted the game and sent me back to wave 1. This happened once around wave 3, and once again on the final boss. I was almost at full health in the second case, so I’m pretty sure it wasn’t a “game over”. After this, I entirely stopped using A to avoid the issue.

Also, it seems like not all the UI actions are not bound for controllers. I was not able to navigate menus using the controller, except for pressing A to confirm.

Trying to come up with something to criticize about the gameplay, I think it got a bit too easy when I focused on keeping MAXIMUM POWER, and even after dropping the combo it was trivial to recover with the abilities. I’d absolutely love to see more of this, with more challenge and variation. But for a jam, this entry virtually perfect!

Thank you! Glad to provoke some thought!

I’m a sucker for 1-bit art, and what’s on display here is truly gorgeous. I wasn’t a fan of the glow in the screenshots, but luckily there was no glow in the game itself. My only complaint, a tiny nitpick, is that the high-resolution laser shader and particle effects seemed out of place with the rest of the visuals.

From the first time I walked through a bundle of grass, I was amazed at the tactility of it all — it’s just a few pixels moving around, paired with some subtle sfx, but it’s so expertly put together and it just felt really nice. All the sfx are really pleasant, and makes every interaction satisfying. The music is stellar too, very fitting and chill.

There’s some tedium in the trial-and-error of adjusting mirror angles, but it’s really not that bad thanks to the angle snapping — I bet the game would be unplayable without that. The progression of puzzles felt smooth, and I liked the variety of gimmicks introduced.

This is hands down my favorite laser-reflecting puzzle game of the jam. Fantastic entry!

I’m really glad it resonated with you, that’s all I could hope for. And it’s great to hear you’re recovering — keep at it!

I love the idea of little collectables (especially bread crumb), that would have been a great addition for sure. Now I’m only planning to add subtitles and fix some bugs, but I’ll add it to my list of potential future additions anyway.

Thanks!

I felt like a badass playing this! The mechanics are simple yet engaging, and there’s some depth to each situation. The audiovisual atmosphere is awesome. Nice entry!

Nice take on the classic! I like the unlockable difficulty options and online high scores, they add a lot of replayability.

To nitpick, I think the controls could be improved a bit. Currently, vertical movement is prioritized over horizontal movement, so pressing up while holding left makes you move up — this makes sense and feels pretty nice. However, the opposite is not true — pressing left while holding up does not make you move left. I think the last pressed input should be prioritized, and if the last pressed input is released it should fall back to the previous input. I hope that all makes sense. It just feels really inconsistent, and actually caused me a handful of deaths.

Other than that, it’s very solid and pretty addictive. I got #2 with 14k points at the moment. Some villain beat me with a score of almost 69k while I was writing this, that’s wild.

Golf but lasers? Sign me up! I was kinda surprised the first time I took a shot, I’m not sure what I was expecting, but it was very cool. I think the shot spinning and charging could be a bit faster, and it’d be interesting if the next shot was made from where the previous laser ended. Some of the levels were really great, some of them were less great, but overall this was very entertaining.

Amazing idea, and a pretty solid execution — outside of some glaring design issues. My main complaint is that clearing stages is at odds with farming exp, which makes for a weird gameplay dynamic. Destroying enemy spawners means I get less exp, so I’m incentivized to farm instead, which isn’t very engaging. Enemies kinda clump up in the middle, unless I deliberately kite them to the edges, but I didn’t find that very interesting to do. Also, I was disappointed when all the exp on the ground (behind the swarm of enemies) disappeared every time I cleared a stage — it’d be much more satisfying if all of it was vacuumed up instead.

Complaints aside, this was really fun, and I played until the frame rate approached zero. Pleasant colors, nice vfx, crunchy sfx, cool upgrades… it’s all great, only held back by the design issues I mentioned. I absolutely love the idea!!

Pretty fun and polished game! I like the risk-reward tension of shooting, that bullets do more damage after bouncing, and that the bullets go really fast after while. I thought the dual pistols would be very dangerous to myself because most slimes have an odd amount of health, but it didn’t really matter as a 3-health slime would eat 4 bullets if the last 2 hit at the same time… which seemed a bit weird to me. It got a bit repetitive without much variation outside of “numbers go up”, but what’s there is very well made. Nice entry!

Absolutely lovely presentation, I adore the bowling-alley-carpet aesthetic! The sound effects are really cute, it just felt a bit quiet without any music, but I don’t fault you for that.

There’s a good progression of challenge, with mostly great level design, although a couple of the levels felt a bit janky (like the one with 6 gates and 4 buttons, that took a lot of trial-and-error). But overall, the levels were well made with some interesting gimmicks.

I had a great time with this, and the lil guys are gonna live rent free in my head for a while.

Yeah, I simply didn’t have time to polish “the mirrors” at all. I’m glad you enjoyed playing anyway! Thanks!

Oh, that makes sense… no problem haha!

I see, I guess you mean the level where your reflection moves opposite of you. I think what you’re describing is actually intentional — the gimmick is that you have to find a way that’s open for both your character and your reflection, so it can feel like you get stuck if you don’t realize there’s a wall blocking your reflection… that, or you encountered a really rare bug that causes a desync/mismatch between the instances, which really messes things up. (I’m going to fix that in the post-jam update.)

Thanks again!

I suspected the fractured reflections were intentional, but I want to reemphasize that some of the reflections do not work at all. Here’s another screenshot of the problem I’m talking about, notice the black section on the left side:

This is on web, using Firefox on Windows.

Cool concept! I liked the splash screen graphics at the start, I just wish they were skippable. I had fun trying to keep both worlds in mind at the same time, and I laughed at myself as I jumped the wrong way because I lost track of who the real character was.

I think the sounds and art are really good — the audio gives the game a thick atmosphere, and the lighthearted visuals makes for a nice mood. I especially like the squash-and-stretch animations.

Pretty solid game overall, though there are a number of issues — some of these are nitpicks, others are more severe:

  • Mouse can’t be used to navigate the menu, and some of the options aren’t highlighted when focused.
  • In the first room, I tried jumping out to the right, which put me in a wall-slide. I ran back and forth for a few moments trying to figure out where to go, until I realized I just gotta walk (not jump) right. In general, there’s a lack of visual clarity for where the level exit is, but I didn’t really have any trouble with this beyond the first room.
  • It’s too easy to get stuck to walls, and there’s no way to get off them (unless it’s a wall-jump wall). This is exacerbated by how the character is stuck in the wall-slide until touching the ground, even if there’s no more wall to slide on. (This contributed to my confusion in the first room, as it seemed like the right wall extended to the floor.)
  • The corpse reflection remaining on the screen seemed like a bug to me, but I now realize it’s for the wildcard. Still, it looks really unintentional.
  • There are a lot of blind jumps and drops, as the camera doesn’t always show the next platform or obstacle. This makes for a lot of trial-and-error, which got a bit annoying with the lack of in-level checkpoints.
  • The viewports (or whatever you used) sometimes glitch out. Some parts went black, and some parts seemed distorted (though the latter could be intentional). This might be a web export (compatibility renderer) issue. I experienced it two or three times, here’s an example:

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Heck yeah, I always picked movement speed when it showed up.

Looking forward to the post-jam update!

Thanks, I really appreciate it!

Could you explain what you mean about improving the controls? We’re planning to do a little post-jam polish update, so concrete feedback would be very welcome.

One of my favorites so far!

I love the visual style, it’s just a bit unfortunate that it doesn’t scale properly. I bet the chaos would look even better if it was full screen! Banger music, and great sfx too.

Upgrades are varied and interesting, with a couple of unique ones that I longed for every time I had to start over — namely dash, and the one that turns incoming enemies into experience. There’s a nice amount of challenge, and the boss really elevates the game.

Others have already commented about the XP bug, but there seems to be a similar bug with max health. The UI shows 3 hearts when restarting, but it seems like the max health and heart spawning still carries over. I also found a bug where holding the up/down arrow keys will adjust the audio after clicking on an audio slider, until clicking somewhere else to unfocus the slider.

Anyway, great job on this hilarious concept, and stellar execution!

What a trip — I didn’t know what to expect, but I certainly didn’t expect that.

I actually liked the visuals, the style is very charming in my opinion. My only complaint is that the font was a bit rough, like it’s being scaled incorrectly or something.

I didn’t realize music was “missing” until I read the description. I think the typewriter-like dialogue sfx, followed by complete silence, worked really well with the setting.

This is very close to being fully playable with just a mouse, if only there were some on-screen buttons to pan left/right. I didn’t mind using A/D, but it took me a moment to realize that I had to use the keyboard for that.

Overall it was a really enjoyable experience. Nice entry!

Awesome, thanks ~

Wow, thank you so much! I’m glad it resonated with you!!

I really like the art style, especially the tiles and how they fade into the pitch-black background — it’s a great look!

The controls could use some work, as I found myself spamming directions a lot while waiting for the guardian to finish moving. Two suggestions: allow holding a direction to keep moving, and accept new inputs while the guardian is moving between tiles (skip the transition if a new input is made).

The progression of puzzles was a bit weird. Most levels felt too easy/obvious, and I think it’d be more enjoyable with fewer but more polished levels. That said, I enjoyed all the different gimmicks and setups — especially controlling multiple guardians simultaneously while also swapping around.

I finished it, and I thought the final screen was pretty awesome. Overall nice game!

Great aesthetics, with pleasant art and a chill soundtrack. Interesting mechanics that are only hampered by the lack of a real opponent.

During the info-dump tutorial at the start of the game, I was expecting this to be difficult to get into… but it was surprisingly easy to grasp once I started playing, and I only needed to reference the tutorial again to remind myself what the different characters specialized in. It’d be nice to see character and ship part descriptions in the game, but I understand things like that are not a priority when working with a jam deadline. I think you made a good choice in making the tutorial images available on the itch page for easy reference.

There’s a lot going on mechanically, which I really liked. Coming up with a plan, aligning everything just right, and then accidentally lasering myself because of a mirror I didn’t account for — it was all great fun. The variety of starting characters incentivized replaying, and the ship customization made it rewarding to win.

To nitpick, the pacing felt hampered by the constant coin flip animation. I liked the randomness of the turn order, as it makes things unpredictable, but I felt like I spent half of my playtime looking at that coin flipping. Also, I think the overall gameplay pacing is a bit off, as the map layout can sometimes lead to many uneventful turns with some of the characters (especially the first match, before getting any custom ship parts).

I only encountered one major bug: With the manipulation-focused ship, I went for a strategy I can only describe as trapping the enemy in mirrors and waiting for them to laser themselves. It worked well, until I unfortunately got softlocked after removing the laser from my ship (to avoid lasering myself), which prevented me from pressing the “Fire!!!” button.

In the end, I had a good time exploring the mechanics, but the unintelligent enemies ultimately hurt the replayability. That said, there are lot of great ideas here, and this would be really awesome as a 2-player game!

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Hi again, these issues should be fixed now. Feel free to give it another try!

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Hi, thank you for the kind words!

Unfortunately, I introduced a level transition bug right before the deadline, which explains the issues you experienced. It should be very clear when the game ends.

I hope you’ll try it again once I’m able to upload a fix!

makes sense haha

no worries, I just tried again now and figured it out! and yeah, it’s hard to know how much info is too much. though tbh I think it would make more sense if all actions counted as turns, that was the main thing that confused me.

nice rage game! I like the pixel art, but some of the tile placements in the background layer are pretty jarring as they don’t always line up properly. the voice acting is great, I just wish there were more — like funny comments when I fall down — but what’s there is really good.

when it comes to mechanics, the grounded movement is pretty rough (especially for slanted tiles), but it didn’t detract much from the core jumping experience. unfortunately, I kept encountering an issue where the jump went much shorter than it should have. I think it’s a bug with the physics, sometimes the jump just gives a lot of spin but not much velocity. I gave up around 80~90 % after falling one too many times because of that issue. other than that, this was an enjoyable challenge!

a well made card game with some interesting mechanics, and a decent amount of variety for a jam entry. there’s a lot of room for the imagination to go wild with what’s going on behind the abstraction of cards.

while most of the mechanics were solid, I found the drawing to be weird, as I felt like I was constantly topdecking — there was still some strategy to how I played, but I think the strategy would be more interesting if there were more choices to make in terms of which cards to play. other than that, this feels very polished!


as an aside, I encountered an issue on Firefox where the top of the game was hidden behind the jam submission banner (see screenshot below) — I was able to solve this by inspecting the HTML and deleting the element.