Thanks :)
Yeah, a less punitive dialog system would have been nice '^^
Keitjah
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Ok, now I realize the exact meaning of "Noir" in english. I knew we were deviating a bit from it with the black hole idea, but now I realize we completely missed the purpose :')
Thanks a lot for your feedback ! It should have been possible to lose during the second level. My idea was that you needed to absorb the ships from the back, as facing them would drain some mass from you until you eventually lose, but I couldn't implement the enemy behavior in time.
Thanks for your feedback ! :)
I believe there's an impact on game performances when we scale up the player too much. Perhaps every calculation begins to be more intensive on the engine due to high coordinates, large numbers, etc.
Also, as you say, there's also the feeling that things move slower once the camera moves back / player is larger but still moves at same speed.
Actually, we even wondered if we should slow down a bit the player once it's bigger, but we quickly realized there already was a slowness feeling induced from the scaling up / dezoom.
I didn't really see it as a problem, but I understand it can be seen as one ^^
Thanks, I must say I'm starting to love adding these comic-like dialogs in our games too :)
Thanks for your feedback !
Yes, it's definitely inspired Katamari (or mostly The Wonderful End of the World by Dejobaan Games, because I never really played Katamari, but I really should catch up with that game one day)
I agree, scaling up until swallowing the universe would be pretty sastifying, but so far I've never been able to commit to expand our games outside of game jams ^^'
Argh! When you lose 7 out of your 8 dices due to a badly placed bar... T.T
The game is very satisfying to play, thanks to dice physics and SFX.
I found it hard to score, especially in early rounds. In a lot of runs I had a Game Over between Rounds 2 and 4, but the concept is nice ! Indeed, get lucky, but not too much :)
My main issue is that, often, dice would not collide with bars when initially thrown. I even had a round where the dice went directly through the wall ^^
Congrats! :)
Great game, you managed to create a really tense atmosphere !
I spent way too much time just looking at the hallway during my first run, thinking that if I could spot the monster during its appearances, it would slow down its progress, or something like this.
Then I realized it didn't really have an impact and I missed too much time on the sorting process itself :)
The sorting gameplay works well !
Nice game ! Very polished for a 3 hours submission :)
Especially, you thought to add instructions, virtual controls, several difficulties... These are things I tend to forget even for bigger jams, so for a 3 hours one, it's very nice to see these elements included !
Double jump is indeed tricky, especially to reach the maximum height, but otherwise controls feel very good.
I only tried Medium difficulty, up to level 6, and enemy patterns felt well balanced.
I started having trouble at level 5 when double jump became necessary to avoid both rhino and bird at the same time (not especially due to the controls, though. My brain was actually wanting to do a "small" jump between both enemies instead, by pressing Space quickly)
Thanks ! For the scrolling issues, the current solutions are either to play with fullscreen option on itch.io (I just added the button as suggested by Itooh), or to play the game on a dedicated html page that doesn't scroll (I'll add a link in description)
Thanks for sharing your time :) I think my best is around 17 seconds, but it's mostly luck to get a "good" time (not even sure what's the best possible time, honestly), as the ghosts' movements are totally random.
I just added the timer because I didn't have time to add any other sort of score or challenge in the game ^^