Are you touching the box with both characters at the same time? I realize that it wasn't explained in the game so it might be confusing
lletter
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Love the art and the music! It is very very pretty and a great aesthetic. I'm not sure if you guys wanted to lean into the rhythm game aspects more, but it would have worked a lot better if you could only input directions on the beat, giving it more of a rhythm than just mashing in order to jump right.
I know what game you guys took inspiration from haha, I do like how faithful it is to the original. You should probably be setting a hard time limit on your scenes though (or if you are make them shorter) since I was too slow for the bridge scene and I had to wait for like thirty seconds and thought I broke it. ah↑ha↓ha↑
I was actually really impressed by the level design and mechanics going in! It was really creative and since our games were similar I was really interested by the spin you took on it. One think I think could be improved is that if the sibling on bottom jumps while the other is airborne, the other brother blocks his jump but it would be cool if they either bounced or the one on top got carried (or something to that effect)
Loved the little squish animation that plays when you hit the edge of the border! And as a whole a very clean look.
You could probably mix it up by speeding up the blocks over time (I'm not sure if you did this) or just changing the color faster, or add coins and stuff, kind of like how Jetpack Joyride does.
Honestly this was one of the most fun, complete games of the jam, to the point where I think you could release this as a mobile game and it wouldn't feel out of place.
If I had to give criticism, I would say probably get rid of the introduction on restart since it is frustrating to wait so long (especially since I died every 3 seconds lol)
A nice puzzle-platformer. I like how you incorporated different effects depending on what killed you. really leaning into the theme while building on existing ideas. The design of the game also intuitively lends the player to dying to see what effect something might have, making it feel clean and nice. The extra challenge of golden ghosts is also fun to figure out. Good job!