Hey, saw your game on stream and wanted to say it's super cute! Here's the link if you missed it:
Max Maletin
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I'm honestly a bit surprised nobody else ended up with exactly the same game idea as my team, at least from what I've seen. This one is the closest, but still very different. Other than some criticism that's already in the comments, I'd say press space to separate prompt on level 2 would be helpful, thankfully it is in the description, and the game doesn't allow you to progress until you figure it out. Oh, and your screen transitions are awesome.
Ok so the start is a little tough, I couldn't figure out why clicking didn't do anything, turns out I just needed to make the first jump and then it worked. Fullscreen didn't work in firefox. And other than that, I absolutely loved it.
I mean, the music, the art, little captain's hat in the water after you get eaten, it's so charming. Great job y'all. 5/5 in all categories.
Love the cheeky name, but damn, you have to hit z to start, and it doesn't tell you to do that anywhere? That's rough, you might want to put it in the description at least, and as close to the top as possible. I tried two different browsers before figuring it out.
Other than that it's a bit of a mixed bag, love the artstyle, but not a huge fan of the music, great that you've implemented checkpoints, but those slippery platforms could use some sea salt on top. That said, you've got all that, two different movement styles, and cutscenes, and that's a lot of work in 96 hours.
Yep, and level 9 is the one I struggled with the most! 2+ hours of tweaking, and it was about 3:30 a.m. when I finished it. I really wanted a level where you would lock yourself out of the ability to change size, ended up using every mechanic in the game on it. My personal favorite is level 10 though, where all complexity is created by barrels.
Great looking game, nice level design and puzzle mechanic, but definitely wasn't a fan of real-time traps and canons. They were fine and even cool at first, but later levels left no room for error, and that's when the game became more frustrating than fun for me. Also the voiceover, this is the first game from the jam I've played that has any, that was definitely a surprise! Acting wasn't perfect, but still it added to the experience. There's no way I would've read that much myself while also doing puzzles, but because of narration I got puzzles and the story at the same time.
At the beginning I was like well the solution is obvious, there's only one way to go that'll get me anywhere. And then there were multiple options and my brain went oh no :) Designing levels for this game must've been hard. We made a more traditional puzzle game and I still spent hours on some of them.
Fun fact, every level forces you to a certain size before you can exit. I didn't want to implement it as a system so we did it in level design instead! You're probably thinking about levels 5 and 6, but you can go to level select and see for yourself, you can't really exit 5 as a kitten. That middle section is intentionally not very hard because we wanted to make sure players have mastered the mechanics before throwing hard levels at them.
Nah, I think it's fine as is, at least for me. That said, inverted controls is one of those things where people have different preferences, I'm sure some would appreciate the option. For example one of the jam games I played was a flight game with no option to invert Y, and I pretty much couldn't play it because I always play flight games inverted.
Really nice looking game, and surprisingly nice sounding. All this equipment sounds almost musical when it's working. I do have to agree that controls could use some improvement, like making a belt that is several sections long in one click or moving between tiles of the same scale while zoomed in. An option to delete everything could be nice too. That said, this is a game I'll probably return to when the jam is done.
Wow, this game looks great! Pixelized look combined with this pallete feels like it's from 1994, and I love it. Title screen is great, and I see it more and more when I get a bit impatient and try to speed up. Keeping it alive ain't easy.
If I had to nitpick, it would be really cool if the body was moving more and more with each inserted organ. It would also be cool if I could finish it without any health loss :)
Not surprized at all to see another great little game from you, keep up the good work!
Ok, so first of all the sad part. I haven't seen a final screen after my first playthrough. It was just black. But on the bright side, i had to play your game again!
Honestly, this game is too good for a game jam. It just works. Graphics and gameplay and everything. I was real cautious, but then i died and realized that game doesn't reset, which is a good call for a story driven game. Double jump helps too, saving you from spikes and other dangers. I'll be honest, at first i thought that ability was flatulance based. Until i got infinite jet pack. My bad.
All of that, best boss battle in the history of videogames, and soundtrack still manages to steal the show. So yeah, excuse me, i'm gonna go spam the link to everyone i know.