Great writing and atmosphere. The choice of music and sound effects were also really effective. In the first area where enemies are encountered, I thought the lack of music was jarring initially, but it actually adds tension before moving to the next area and fighting more difficult enemies. The enemy encounter rate could be reduced slightly. Other than that, well done!
Mk.2
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Great take on the jam theme with simple controls and mechanics which are easy to quickly get the hang of. There seems to be a collision issue when the two characters are adjacent, the green character becomes unable to move, but this didn't affect gameplay as you just have to move the other character to fix it. The graphics style fits the game and makes great use of the palette. Great work!
Interesting core mechanic, this is a great concept that with some more polish could be a really fun game. The tutorial accessible from the main menu is a useful addition. Some visual feedback when an enemy is hit would improve the combat, both making it more satisfying to play and conveying to the player that their shots are doing damage. Great work!
When the game started, I wasn't expecting the screen to be filled with fire, it was a good intro to the game. The platforming is a bit difficult due to the implementation of the movement, it might be the fast speed combined with the small platforms, making it easy to fall off of them. Some visual feedback when an enemy is hit by a bullet would add a lot to the combat. The enemy design was great. Congratulations on your first game jam, great work!
The controls are well implemented and easy to quickly get the hang of, the graphics style is consistent and suits the game, overall a well designed puzzle platformer and I don't have many suggestions for improvement, other than including an in game description of the controls. The concept is similar to my own game, would be interested to hear your feedback on it!
An upgrade system which adds player progression and well designed art, especially the death animation. The option of using arrows or mouse is nice feature. Perhaps randomizing the locations of the keys each time the game starts could add some variation to the gameplay. Congratulations on making and releasing your first game!
The variety of powerups is great, especially the teleport and slowmo. The generous amount of HP you start with makes the enemies not feel like much of a threat. The large spiky enemy that fires circular patterns of bullets was well designed. An improvement I would suggest is to change the colour of the ship's thruster so that it isn't confused with the bullets, and have the enemies flash a different colour when hit as a visual indicator that they're taking damage. Great work!
You're right, I never noticed the fullscreen button. I just tested with both the button provided by itch.io and the one in the display settings in your game, the resolution is fine with fullscreen enabled and the text is large enough to read. Well done for providing multiple sound and display settings in your game, good features to include even though I skipped them the first time I played it.
Good concept, it has potential for some interesting challenges. The movement speed could be increased, and perhaps some more challenge could be added with having multiple paths and a gameover if the player is inside a wall when the maze is switched, which would mean they would have to keep track of the layout of the other maze before switching. Some more mechanics and polish and it could be a great puzzle game.
Good idea having two different genres, and the tank section is fun, with some satisfying visual indication when enemies are hit. The platforming section is quite difficult to control due to the fast movement speed and thin platforms which are very easy to slide off of. The radiation mechanic is a unique addition to the game.
That was fun! Was a bit confused on my first playthrough, particularly because there's no visible timer for cannon placement and and I wasn't sure why I was unable to place walls sometimes.
On my next playthrough though I got the hang of it, this game has a lot of potential if you continue working on it.
A visible timer for placing cannons, showing the wall currently being placed in a different colour so it's clear what shape it is when overlapping with already existing walls, and a marker after selecting a target with the cannons are some improvements which could make the mechanics more clear to the player.
Overall, great work!
Good choice of music and sound effects, also the visual effect when breaking a block is satisfying.
Adding some sort of visual indicator of which paddle is currently being controlled would reduce confusion for the player, perhaps also an indicator for the corresponding ball. Ideally you could just add a glow effect or something, but that wouldn't adhere to the palette restriction, so you could instead add a rectangle and circle around the paddle and ball respectively, or arrows pointing to them.
It's possible for the ball to be stuck bouncing horizontally against the left and right walls, so you could add an exception to prevent this from happening.
Well done, and congratulations on your first released game!
I like the design of having two characters with different abilities, one with strength in agility and the other in combat.
The fireball attack could be improved by having a faster speed than the player's walk speed, and some visual feedback that it is doing damage to the enemy, at first I thought the enemy was in an invincibility state. Other than that, the game is easy to get the hang of and has potential if you decide to continue working on it!
Simple concept and controls, nice level design. The differently coloured walls having different effects adds variety to the gameplay. Might be better if one of the colours with more contrast to the regular walls was used for the wall which restarts the level, since it's the wall type which the player need to be most aware of. Well done for including so many levels!
Good concept, and having to time your level swapping to block enemies from chasing you adds some depth to the gameplay.
That the enemies can't kill you and only block you from moving could also potentially be used as a mechanic, as you could use them as platforms. Perhaps certain enemies could either move or remain frozen in place depending on the level colour.
The movement could be improved, particularly the floaty jump. There also seems to be a collision issue when collecting stars, sometimes the collision behaved the same as a wall, preventing the star from being collected.
The level mirroring mechanic has potential for some great level design, hopefully you continue development of the game.
After using the first switch, the dialogue became frozen with just the letter "C" being displayed. I made sure the game was in focus which it was. Required a restart. The ability to speed up or skip dialogue would also be useful, to bypass dialogue you've already read.
This is a great start! The challenge increases at a good pace, the variety of chasing melee and stationary projectile enemies adds some depth to the combat, and the option of increasing your power at the end of each stage adds a sense of progression. The twist of having the player fight the character they upgraded at the end is a creative use of the theme.
My suggestions for improvements would be to increase the sword swing animation speed, add some anticipation frames for the enemy attacks, and map the blocking controls to right mouse.
Keep up the good work!
Gravity switching is enjoyable, opens up interesting possibilities for level design, especially combined with the colour swap mechanic, and is just overall a fun main mechanic. Graphics style is appealing and consistent.
I appreciate that you added the option to use WASD for movement, it's a lot more intuitive for me than arrow keys so that's a huge plus. I had some difficulty with the lack of control while in the air.
Simple, classic platformer gameplay. It controls well, however I'd suggest adding the option to control movement with WASD in addition to the arrow keys.
Also, a cooldown timer after taking damage from an enemy would make the game feel more fair by giving the player a chance to get to safety, instead of rapidly taking hits and getting a game over.
The dialogue adds some character to the game, maybe disabling any dialogue which has already played would make retries after a gameover feel less repetitive.