This game has more paths to take than I originally expected, it has your signature charm and I enjoyed getting through 5 or 6 playthroughs before I found (earned?) presidency. I had fun! I found that the toddler’s grab and push controls were under-utilised, though, hopefully there will be more options for each control scheme that are close enough to spawn to do in time in the final version. And it’s a shame that you often don’t get enough time to read an entire set of dialogue before dying– maybe pausing the game during dialogue would help.
Sam McCreery
Creator of
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Unfortunately I ran out of time to vote while I was playing! Great submission, love the music, sfx and art style. I especially love the reload QTE where you can see the main character’s shaky hands putting a new clip in. I didn’t catch my score but I was getting overwhelmed by a massive horde by the time I got hit. Amazing fun!
The gameplay is solid and responsive, only sliding down slopes feels strange. I like the idea of collecting upgrades and that the first enemy has to be dodged instead of attacked to show you this is also an option. The flying mechanic is really well implemented and the flashing clearly shows that your flight is running out. With some contortion you can hold down E throughout the game and auto-attack anything that comes near, so I think having the attack on keydown only would be an improvement. Fun!
I like fast-paced platformers with tight jumps, so the concept alone enticed me. The graphics are sharp and well-made, and the monster and backgrounds in particular are beautiful. For an even cleaner look it would help to make all pixel art in the same scale/resolution and the same nearest neighbour filter.
There’s one main issue which holds the gameplay experience back: landing completely kills your momentum, breaking the flow and making you more cautious about jumping which should be snappy. After the first playthrough, you can get used to it, but it would be better if the difficulty came naturally from the level design rather than a movement limitation.
Good submission, well deserving of more than 3 ratings :)
Nice visual style and I love the goth ghost gf. I agree that the speedrun strategy dominates this game, more and faster bullets would give some incentive to attack rather than avoid. The possession mechanic has a lot of potential but sometimes it would seem like I was darting across the map possessing someone who wasn’t even on screen.
P.S. who ever thought to shoot a ghost with a gun? :P
P.P.S. the WASD keys aren’t fully bound - only S and D work - so it’s a little awkward to play with the arrow keys and mouse.
Very challenging, I managed to clear all but one room but the ghosts are strong and almost always take a third of your health. There needs to be a way to recover health. Other than that, the game is suspenseful with great sound design, artwork and mechanics. The hitboxes for some of the obstacles could be more forgiving but overall I love the map and this one genuinely spooked me.
The game gets more interesting when you realise your jump is on a timer rather than being able to jump while touching the floor. This gives an interesting gameplay element of spacing out jumps while dodging and weaving against the ghost. I found it pretty hard to get used to, though, since when I’m on the ground I expect to be able to jump immediately. Maybe a better cue for the jump timing would be playing a character with wings, and once the wings have completed their “flap” animation you can jump again. There would still have to be an intuitive way to teach this to the player - maybe you crash land if you try to fly too fast.
My best score is about 45 choco’s.
Nice chase concept and I love the little celebration animation the monster does when absorbing a victim :) I had some performance issues, so I peeked around in the source code and looks like you made the game in Scratch and ported to HTML so I’m not sure what would cause performance issues. Atmospheric for a game with little stick figures. A visual indicator of absorption progress per target would be nice. Good work!
If anyone really wants to play the current version, I was able to get it running locally:
- Download the .rar and extract it using WinRAR/7-Zip/PeaZip
- Download Brotli
- Decompress the files in
Build
ending with.br
e.g../brotli --decompress --in v0.data.br --out v0.data
- Open
index.html
in a text editor, scroll down to the<script>
tag and replace the references to the compressed files with their decompressed counterparts - Run a web server with
index.html
at the root: if you have Python,python -m http.server
, or if you have Node,npx http-server
- Open a web browser to the given host and port
Now my review:
I like the game mechanic and the fact that your trajectory is influenced by the planets’ gravity is very cool. The music gives me a proper space-ish feel. I escaped Earth, but I wasn’t sure what to do once I reached Mars. I couldn’t land on it and I couldn’t see any platforms. The problem I faced getting further was that everything became very tiny very quickly on the screen, I think scaling the trajectory line to have a constant width on screen would have helped. Everything also slows down with scale. I see the link to the theme - leaving your planet “behind you” in search of new frontiers. Overall a worthy entry and disappointing that I might have been the only one to play it!
Very impressive scope and amount of content for 48 hours. The isometric view reminds me of the original Sims game, which reflects well on the quality of work made in such a short time. It feels a little incomplete with the character’s art style against the house, and the items are too big for their inventory slots - of course, this is nothing unexpected for a game jam.
That being said, I had fun figuring out the puzzles and they were easy enough to show the concept and not get too bogged down. Great work!
Nice concept, reminds me of Flash games from back in the day. Clean graphics and sound. Perfect complexity for a jam game where anyone can pick up and figure out the controls right away.
It can get pretty fiddly to grab and drop the candies as the hitboxes are fairly small and the game can’t be put in fullscreen. Compounded with the kids blocking each others’ orders while walking on frame it can get annoying. Maybe hiding the order box until the kid has finished walking to their spot would help.
The graphics and movement in the game gave me Spectrum vibes, nice little platformer. It took me a while to figure out the ghosts would only attack from behind, like the Boos from Super Mario, a visual cue for this would be helpful.
I like the challenge, but it’s disappointing to have to reset after falling in a pit that looks safe only to find out you can’t reach the ladder again. With more indication of the traps the game would feel more fair. As it is, I only made it about halfway through.
This game is very clever, making an extremely simple concept and (probably) a simple maze into a genuine challenge. It took me about 10 tries to reach the breaker box, but it didn’t feel boring or repetitive - the whole time I was planning my next moves and building a mental model of the useful parts of the map. I love that you have to evolve your strategy throughout the game, eliminating batteries that aren’t worth the trek there and back. I could see different play styles drawing the map on paper as they go - which is a great retro feel - though I prefer the challenge of keeping it all in my head.
I only would’ve liked to see a stronger link to the theme.
Very solid execution and drip-fed information leads to a surprising replay value in this game. Well done!
This game has very inventive applications of its core growth mechanic. Right away the big guy becomes the jumper and the little guy the mover, then you teach the player to switch in the air, then use moving blocks and platforms. It’s a really good progression. I was annoyed with the platform not carrying me with it in level 10, until I realised it was cleverer than that :)
This game is very well designed. I never had to learn more than the basic controls, yet several mechanics were introduced that created new and interesting situations. The movement is tight and the enemy placement never feels unfair. My only criticism is that the onion enemies seem easier than the berry enemies, so the order seems off. I imagine the onions charging the player, which would have the player lure them away from the next jump.
The scale of the map is super impressive and the art style is charming. Some of the jumps are finicky, especially with one block targets. I ended up stuck near the bottom of the tree, so I turned on cheat mode, but the camera didn’t follow me so I couldn’t make it any further. I still had fun playing, but disappointed to not see the whole map.
The art in this game is gorgeous. I like the way you sometimes have to take a hit on purpose to save one of your plants for later, too. On the last level (I think it’s the last level, it just faded to black) I only got through because some of the enemies glitched, I got hit no matter what in the pit with 3 enemies. Overall though, this is fantastic.
The basis is there, but it seems like the dominant strategy is to plant wherever possible (why do some spots not allow planting?) and cycle through stages quickly to build up DNA. I was able to max out the skill tree all at once this way. Achieving a balance is hard in such a short time, so I admire the ambition to make complex game mechanics in 48 hours.