Very fun! The wall jumps and sprinting could be cleaned up a bit. Maybe cap the fall speed so the player doesn't go off screen and hit a hazard they couldn't see. Overall, a fun experience.
Matt Erickson
Creator of
Recent community posts
Interesting concept. I think the idea has potential but it's unclear to me why a bullet will sometimes damage and sometimes heal. The magnitude of the damage makes sense based on the colors but there are too many for me to keep track of so it's hard for me to make any sort of strategy other than "don't shoot an enemy of the same color" which sometimes heals them. Although I suspect the gray color has a special property that I couldn't quite nail down. This leads to me not being able to efficiently kill the opponents which results in there being too many opponents to handle. I think making it so there are fewer colors (easier to strategize) and slower enemy spawn rate (easier to not get overwhelmed) would make it more enjoyable.
Very fun game! The puzzles were so difficult, which I loved. Such a good feeling to finally realize a solution.
What's your process like to create these puzzles? I found myself thinking some solution would work but then it would just barely not work out. Maybe I needed extra room to push or a slightly taller ceiling, only to be thwarted steps away from the goal. Do you plan out the series of moves first and then create a room around that? Or do you plan it around a concept and then figure out the moves and room?
Thank you for playing and thank you for the feedback! I definitely went overboard on the difficulty. I think I tricked myself into thinking it was easier than it was because I spent so many hours playing and designing it. I am planning on making a longer version of the game (maybe 2-3x the current length) and I'm focusing more on interesting mechanics than pure precision platforming.
Great game! Such a wonderful setting. I love the art and music especially.
I ran into an issue on the second level of story mode where it showed there was one rat remaining, despite me checking every room several times with no rat to be seen. I had to restart the game to fix it.
I enjoyed the dialogue a lot but I struggled to read it fluidly because of the font. It's fitting thematically but maybe a slightly more readable font could be used.
Solo dev here. I spent about 100 hours on it. Were all of those hours super efficient? No. But I really grinded during this jam and I'm super happy going from zero experience to a complete game in two weeks. Looking forward to putting many hundreds of hours more into improving my game development skills.
Beautiful art and engaging gameplay. My only note is I wasn't able to read much of the dialogue during the multiple combo parts because I was too focused on inputting the correct inputs in time. Although if there was more time to input the combo then I think the gameplay would have suffered because I did have fun trying to remember the sequences and input them in time. Great work!