Man, the lighting effects really enhance the game's experience! Super tight controls, super difficult, and it really gets chaotic very quickly. Very well done!
Kwiper
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1000 first try ;V; but anyways. Super fun, super cool concept. The graphics and sounds are fantastic! The rocket jump mechanic also feels super sharp, really well done! My main gripe is with the main jump mechanic, feels a bit hard to maneuver. But perhaps that's part of the chaos of the game. Like what was said before, after going down deep enough it becomes a bit hard to see and predict the flying enemies. Very well done!
Hey, thanks!
Yeah, a lot of the issues you mentioned just had to do with a lack of time for the game jam. Melee weapons were supposed to have more unique properties outside of damage boosts, but unlike the ranged weapons where it was largely just changing the projectile type, we would've had to change how the melee attacks worked. Same with the boss. If we were to ever revisit this in the future, these are definitely all things we'll take into consideration for improvement.
Thanks for playing!
Thank you for playing! All the assets were added closer to the end in the last couple days, which was probably a big mistake on our end, so we couldn't check to see how well they fit together to make changes as we were running out of time. Locking the player into the room was the same issue. Thanks for the feedback!
Thanks for the feedback. The sword hitbox does seem a little small, and yeah, it is very easy to just avoid enemies. I do believe our issue with the goals has to do with the texture blending in a bit with the background, so that's definitely something we overlooked a bit in retrospect. The rooms locking doors was planned but we couldn't get a system in place in time unfortunately. Thanks for playing! What was your favourite weapon?
I really like the concept of having to work your way through a group of anonymous people to try to stop some criminals. If there were a lot more people, like a full crowd, I would have felt that chaotic energy a lot more, but a bar still totally works. My main critique would be with the art and colour palette, it's a bit hard to see things. Good job!
Super cool concept, super fun execution. This is the kind of game that could be sold on storefronts if it was polished more and was longer! The controls are tight, I played with a gamepad so it felt a lot more precise. UI could use some work but other than that, really solid game you've put together here.
Very cool controls, a bit hard to get the hang of, but super rewarding once they're mastered. My main issues are with the visual design of the level, it's hard to distinguish between the different hooks and the platforms. Other than that, I had a really fun time with this. Excellent take on the theme, very good execution!
Very good job on the graphics!
Unfortunately, I have to agree with what Longshots said. The game felt unnecessarily difficult and the combat was unintuitive, being mapped to the jump button. Avoiding obstacles was almost impossible because of the limited movement options. Missiles follow the player regardless of where they go, there's no real way to outrun them. I think one of the biggest traps a lot of people who do game jams do is to focus on the visuals before doing the core gameplay. Still though, I'm excited to see what you do to improve it down the line!
Hey, thanks! We all worked really hard on all the different aspects.
Yeah, the wall jump was something we couldn't quite iron out in time. Though it's a controller I essentially made from scratch for this jam so I'd like to expand on it more in my own time. Not quite sure why there's a delay since there isn't one in the programming, though it could be something with the hitboxes.
Thanks for playing!
All I wanna know is
Why? lmao
Still enjoyable to an extent. The game didn't really fit the theme. The controls were off. Collecting items to increase speed could be an interesting concept in theory, but once you get to a certain point, you're going so fast it's impossible to platform properly. The jump felt very unresponsive because it's one uniform height no matter how long you press space for. In terms of level design, there were some good areas but also some bad areas. Namely the leaps of faith and hidden death pits. These become very frustrating for a player when there aren't any checkpoints.
spicy memes tho.
I really wanted to like this game. Watching your progress in the Discord really seemed like it had everything going for it graphically. This is one of the most graphically impressive jam games I've ever seen. But unfortunately, presumably due to time constraints, the game fails on the gameplay front. The camera issue's been brought up. I felt nauseated playing with the camera, as in some areas it moved around wildly. Because of the camera, it was hard to gauge where the player was moving. A key thing that was missing that would have helped a lot with that was putting a shadow under the player. And when it's hard to tell where the player is going, the platforming sections become frustrating. I also had a lot of issues with collisions and detection. The railings in the starting area have no collisions, which is very confusing, because when you have a wall there, you would expect to not be able to walk through it. Many of the terminals weren't working for me even though I was trying to interact with them at every possible angle. Either they were faulty hitboxes or they just didn't have functionality, though if it was the latter then that would be very confusing in determining the game's objectives and where to go. Unfortunately, it seems this game was a victim of a lack of polish due to its focus on graphics over gameplay.
I find this game very hard to play because the controls are very clunky. Movement on the ground is ok, still slow, but workable. But then you get to the jump, which is even slower than the walk speed, and it is almost impossible to move in the air when you're jumping, which makes it very hard to get to platforms to make it through the level. The level layout seems almost arbitrary, there's no direction as to where you should go, though the threat level being scalable was a very good quality of life touch.
This is a unique take on the theme!
Graphics and music felt appropriate, but I was let down by the controls and speed a bit. The character felt slow and clunky to control when the goal seemed to be to move as fast as you can. The puzzle elements were a neat way to slow down the pacing a bit. I just wish it felt more urgent, like it was on a timer or something.
You did very well on the graphics in such a short time, but the controls felt like they didn't match what the game was going for. Based on the graphics and music style, I was expecting a faster paced parkour adventure, but the controls were instead very slow and floaty, and it was that dissonance that somewhat dampened the experience for me. As far as level design goes, it was alright. The turning platforms were a neat twist, and the wall running was clean, though the level was too short for any of the level design to truly shine.