Thanks for playing it!
Luka Rizzi
Creator of
Recent community posts
That very last section was painful, lol
I liked it a lot, although I'd suggest having a "Strongly recommended to play the downloadable version" disclaimer on the web page as the frame rate works a little weird on the Web Build, and there was a part near the end I got stuck in I'm not sure I could've beaten if I hadn't downloaded it and played again until that part. (Specifically talking about when you have to jump and release almost at the same time to not hit the roof in one of the final jumps in the last checkpoint, it was insanely hard on the downloadable version but super doable with skill, whereas in the build I'm not sure if the physics make it possible)
Overall, it's a very good game, super polished and complete and with very good level design. The perfect example of what a good finished jam game should be imo. Only small gripe was that having to wait for the timing on the spiky blocks made me lose a little time after respawning in a couple checkpoints that slightly cut me out of the flow, but it's a super dumb thing to worry about
Love this, it's incredible that it got to be this polished in only ten days. Can't see it being super replayable without some extra mechanics but there's definitely potential in here to make a full on commercial release, should you want to do it. I'm really amazed with all the ideas, content and polish that you made in so little time
Thanks! We'll try to upload a version with bugfixing and better audio in the next few days, with that feedback being one of the most important changes. I actually changed it later after release but was too busy with work to remember to make a new build. I'm super glad you liked it! We ended up with a game a lot shorter than what we wanted so it's super uplifting to hear you say the layout doesn't feel linear.
By the way, I played Wyrm Canyon with Dante the other day. He was the one who gave you the feedback but while we played I couldn't believe how original and well realized that game was. It's super impressive and interesting so it's nice to hear that you also enjoyed our entry
Great graphics, audio effects and song . Loved the concept, would love to see it expanded some more. I quickly realized I could get my player stuck without advancing just having a turret that doesn't shoot it one tile forward and the game was pretty much won, would like it a lot if the player could collect some different score by making hazards destroy other ones and stepping on a turret destroyed it, but maybe a mine killed you. Despite that, I made my character move somewhere else to avoid breaking the game and it was pretty fun for a while.
I really like it, it's probably gonna be my favourite from the jam, but I can't really play it because of a couple of bugs like randomly phasing through platformrs or getting stuck at the landing and being unable to move until jumping, which forced me to die in a couple of spots. It's crazy how cool, polished and well designed this looks so I'll still be reviewing it with that idea on mind but I'm sad that it's too buggy for me to be able to finish it. I played it on stream with a friend and he got much further without my issues but then started getting them in the same way. Still, congrats on making probably the best looking game on the jam by far!
Honestly I found it pretty frustrating with having to wait a lot for the timer and stuff, but it was super cute so I played it whole. I love the aesthetic, would have loved for it to have an ending like the starting screens which were cute. Pretty solid overall besides some level design and the lack of control on the transformations
Im really glad you enjoyed it! The camera actually does lerp its position and slerp its rotation, we just made it kinda fast because otherwise with our controls it became a little dizzying. The disorienting was intentional, as the idea was to try and find your way around the map the best you can and not screw up your pheromone trails, but based on playtests we might should have had a bigger camera size lol
Thanks! It's great to see someone appreciate that side of the game. I made it with a friend and it was fun explaining it to him, it was the core idea from which the game ended up forming. After the rating period we'll probably polish it a little bit, but it was meant as a cozy little experience to get our feet back into making stuff. I'm really glad you enjoyed it!
Probably the most original game of the jam, I would love to see a bigger version of this in the future. Maybe a game where the stage shrinks but the player doesn't? I don't know, but I loved the possibility space of the idea. At the end it made me a little bit dizzy, maybe having the player lose with the screen a little bigger than it does now could help but that also could just be me. I enjoyed it a lot, would love to see it expanded
I'm too lazy rn to record it, maybe later, but I downloaded the build and it didn't happen there (And I enjoyed the game, it was funny and I'm sorry I'm not talking much about that). Basically when I dropped the bomb on the lawn of the neighbor it disappeared and was nowhere to be found, I suspect it happened because when the player holds it it may end up a little bit ""inside"" of its collider and when you drop it the physics may have bugged out on the web build? Idk. If you want, I can record it once I have some time
Feels super nice, probably my favorite from this jam. At first I thought it was just a chill game and once the commentary and features started appearing I laughed hard. Love how aesthetically pleasing it is, and it works very well capturing the calmness of the farming games (Besides the unwinnable clock at the beginning, lol).
Congrats on finishing it!