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Leo Watts

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A member registered 85 days ago · View creator page →

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Great game, good take on the theme, and a really unique interesting execution. It's very rare you see a story in gamejam games, so good work! More details:

Presentation: Lovely consistent art style, with good music and sound effects. Text never got in the way, and was a fun addition. Small bug: he animation of copying yourself doesn't keep playing if you hold e to make multiple copies, but that was from before I figured out scaling properly.

Mechanics: Good platformer mechanics! Only complaint was I felt like I should've been able to expand the blocks underneath me and get pushed up, but that's really a physics limitation.

One more note: I wasn't sure on the rerun of the puzzles, it was fun seeing the story, but would've been cool to add something - maybe you're being chased the second time?

Overall, incredible work for a first solo jam, even better that you did it in 48 hours! I would absolutely play more levels of this!!

Fantastic idea, great take on the theme, and a brilliant execution. Thank you for spending your weekend in (I can only imagine) a very hard battle with window managers and viewports, you've made a thoroughly enjoyable experience. More details:

Presentation: Simple, I LOVE the window bobbing up and down, such a nice touch, and the sound controls sitting there were brilliant. Sound design was excellent and effects felt satisfying.

Mechanics: Nice introduction of each mechanic. I got a little confused about what the icon for "window that scales the character too" was - but only for a minute or so, and then with enough fumbling around, I got it. Maybe introduce that in a puzzle where the player is forced to accidentally discover it, and make it glow, to show them what it's doing? Not sure, just nit-picking really. 

I'd love to see other aspects of windows explored - opening new ones? Minimising them? Jumping off context menus? The possibilities are endless.

Overall, it's got the quality of a fantastic gamejam game: my immediate thought at the end was "MAKE MORE LEVELS!!!". Great job guys.

Great game! Nice mechanics, and good interpretation of the theme. I loved the momentum aspect - swinging round and round to build speed and flinging myself upwards was a very enjoyable experience. I felt the vertical boost on the wall was not particularly necessary, and I think it'd be really fun to design a whole game around the two simple abilities of a grapple, and a charged dash. I did find myself lost on some of the bigger jumps - some more leading level layouts would help with this - maybe more alternative paths. A wider camera, especially when moving fast, could also be a good idea. Overall, fun mechanics with lots of potential.

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I had a couple more minor points that I didn't include because they felt too nit-picky, but here they are:

  • Some of the platforms are a bit buggy - after respawning a couple times before the last spike section in level 6, the elevator after the checkpoint just started moving up and down the middle of the shaft, softlocking me. And then again, I fell off the platform at the end of level 6, softlocking me again. But these are pretty expected bugs for a gamejam game.
  • The screen-shake on landing was a bit much - a platformer's main mechanic is jumping, and I felt like I couldn't be precise because the screen was shaking while I was lining up. Maybe turn it down a tad.
  • Similarly, the animation on dash is a bit confusing - I found it hard to tell exactly where I was - again, look to Celeste for a punchy dash. 
  • Some indication of when time scaling is going to end - I died more than once because a spike sped up while I was platforming
  • If you guys are looking at expanding on this idea - Metroidvania all the way!!! I wanna backtrack with my new powers and open up previously inaccessible routes. I think this concept works better for a Metroidvania than a level-based platformer.

Just to reiterate - brilliant game, all of these things are just small issues with a generally great product.

I love this!! This is such a brilliant idea. It definitely took some learning (a tutorial would have been nice) but once I got it, I really enjoyed it. Finding combos was really cool i.e. place red and green, and suddenly you're blasting away enemies. The purple was an awesome touch - I loved diving through enemies' trails and setting up a new location on the other side to shoot from. I thought the game could've benefited from combining some colours? Maybe red could be faster movement and faster shooting - 3 colours might be a bit more manageable. Overall, brilliant idea, fantastic first game jam, can't wait to see what you make next! 5 star creativity from me.

A gamejam specific point: Godot can export to HTML5 - definitely do it! Lots more people will play your game because they don't feel comfortable downloading files which might be harmful. I used this guide (https://foosel.net/til/how-to-export-a-godot-4-game-to-run-on-the-web-on-itchio/).

Fantastic game - well done guys! An incredible amount of content for a game jam. Great pun on the scales. Here are my thoughts on the details:

Presentation: I loved the music and sound effects, and the art and animations looked really good. One thing to note: the font doesn't really fit in with the game - but I'm really just nit-picking there, the presentation was overall fantastic.

Gameplay: Great level design, I never felt lost or confused. For the mechanics - I think they felt slightly off? The gold standard for platformer dashes is Celeste, and the dash there cancels your velocity, whereas the one here keeps it - maybe something to look at. However, I did like playing a platformer with a larger hero - something about the feeling of momentum (screen shake on landing) and the larger hitbox really scratched an itch for me.

Overall, I loved this game, every time I found a new scale I was excited and eager to use it. The time scale was a brilliant curveball and could be hugely expanded over a longer timeframe (I love the idea of making a tree grow by scaling up time). I think this game would work fantastically as a Hollow Knight-like Metroidvania!