Thanks for the review! Strange, I haven't seen that bug yet. Maybe it encounters an error...
Mewore
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I'm glad you think so, and I'd love to see some fanart of her! I consider that a success since my goal was to draw a good enough character. If only I'd also given her a personality, but I had neither the time nor the skills for writing.
Yeah, I set the sound volume to too low at this jam yet again. I hope I won't do that again next time.
Sorry about the sound - it may be because I have set it to be muted by default on purpose (even though that was a bad idea). If that is the reason, then you can turn it up in the Settings menu and the game will become very different. I'm glad you enjoyed it anyway! I'm determined to be more efficient and have more time to make more gameplay content at the next jam if I participate.
Technically, additive mixing of colours applies to light while subtractive mixing applies to materials like paint, ink, or in this case, coloured fluids, so they'd be right. However, I'm much more satisfied with the liquids having bright vibrant colours than I would be with them becoming more and more muddy-looking the more I mix them, so using additive mixing was a good design choice.
I agree with the others that it doesn’t follow the limitation much. I’d suggest this instead - make the level finite (even if still procedurally generated), and make the character bullets stronger but finite.
There’s a bug where if I hold A, then start holding D while holding A, and then let go of A, the character continues moving left while I’m holding D.
Regardless, I had fun! I got a score of 75538.
You may say you need an artist, but that’s some good scenery, combined with the ambient sounds.
At first I was very confused because I was using A and D but unlike the arrow keys, W and S don’t work.
The squirrel needs a bit of coyote time or to be able to jump while holding the jump button down instead of when pressing it. If I try to play it faster, I keep sliding off logs.
Regarding people saying there’s no increase in difficulty, I agree, but I got an idea - making it so that you can carry an unlimited number of acorns but each acorn decreases your acceleration and deceleration so the squirrel becomes harder and harder to control and the player has to make a compromise between ease of movement and carrying capacity.
Oh, that really does sound like it could have worked. I didn’t try that so maybe that’s why I was unable to win normally. I think easier puzzles (slightly more pronounced asymmetries in the levels) combined with a 100% mirrored positioning and hitbox of the enemy would have been great, unless I’m the only one who had trouble figuring that one out.
Thank you! I don’t quite feel like it’s deserved and I didn’t expect it at all because I saw a lot of better games but I guess I lucked out because of the balanced score of the game in the different categories. Regardless, I’m planning to do much better next time in order to make up for what I wasn’t happy with at this jam.
At the rocket launcher level, I figured that the asymmetry would help, but I couldn't get it to work. I fired from the top-left to the bottom-right corner, but I kept hitting myself.
Sorry, I didn't notice there was a death count at the end. Whatever it was, it must have been high because I messed around a lot. :D
The art is beautiful, albeit simple, and the weapons are very satisfying to use.
I'm not sure what makes the enemy sometimes die sooner than me, honestly. I beat the last levels by shooting and moving around randomly, but maybe I'm just missing something important. Does the colour mechanic play a role?