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lily the cool

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A member registered Nov 23, 2020 · View creator page →

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This game looks and sounds fantastic, but I found it to be a little frustrating to actually play. All of the planks except the one by the hips kind of blend in with the scenery and are hard to notice at first, and it's pretty finicky to get the arm up the stationary plank that leads to the desk if you happen to fall down on your way to the foot. On a related note, it didn't always feel clear which pieces of terrain could be moved around and which couldn't.

There were also a few points where I was wandering around, trying to figure out what to do, and got shunted below the floor and couldn't see where I was. This happened when I walked into grounded pieces of stationary terrain.

Still, though, the game's presentation is incredible for a game jam game. The concept of putting the zombie back together was pretty cute, too.

This was great! The shackle put an interesting spin on the "two characters whose movements are linked" concept. I  can't actually think of any major criticisms other than wishing there were more levels.

Fantastic job!

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Thanks for the feedback! I'll definitely try to do a better job with gameplay clarity and properly directing the player in the future.

Yes, the function of the spacebar is to let you "dash" to get away from the monsters. It also lets you move through walls to make it easier to get behind cover.

Each time you collect a bunny in the overworld, it follows you around. Dashing expends one of the bunnies, so your remaining dashes are measured by how many bunnies are following you.

As for getting yourself stuck in the starting area by using your last dash to get back in, I, uh... didn't think of that. It seems super obvious now that you've pointed it out. Whoops!

Thank you for the feedback! If I end up fleshing out the game more in the future, I'll be sure to keep a better eye on making sure the player's objective is clear.

The goal was supposed to be to find all 5 of the bunnies in the dreamworld. There isn't an objective after that, and since I didn't have time to add an ending, there isn't an indication that you've "won" once you collect them all.

Fun little game! My only real complaint is that the characters' movement feels a little slow when they're moving away from each other near the edge of the tether range, but that was never more than a mild annoyance at worst.

I was surprised by how much fun this was for such a simple concept! The puzzles were pretty satisfying to complete. After I finished the game, I found myself wishing there was more!

I'm glad you liked the spritework! While I have some art experience, this was my first time doing pixel art and animation, so it was an interesting challenge figuring out how to make it look roughly how I wanted in an unfamiliar format.

To be honest, the screen size and vision radius were chosen pretty arbitrarily. In retrospect, I could have sized the game window to leave less black space at the edges and maybe zoomed everything in a bit to compensate. That sort of thing hadn't even occurred to me during development--I was too busy frantically trying to get the game to a state of "technically playable" before the deadline.