I escaped! really enjoyed the art and music.
Thanks for the submission gamers 😄
Mr Afroduck
Creator of
Recent community posts
Hey Hexuvia, thanks for your submission!
I wondered if it would possible for you to add a dark mode toggle to your game? Something on the main menu that swaps the background to a dark grey would be fantastic. The bright background with strobing lines are quite strenuouse on the eyes, and Curdle will have many games to play through on the submission stream.
Cool game either way :)
Awesome presentation! I particularly love the variety of cool vfx for the different weapon upgrades.
The game stood up just fine without audio. But after I figured out how to enable sound on the settings page, the game became so much more thrilling!
Will definitely check back as this project develops 😀
The vibes and visuals are super cool. Really love all the sprite work and it feels really nice pulling off the boosts. Also the tutorial is really nicely designed.
Sacrificing checkpoints is a really cool implementation of the theme for sure! Although I personally found it really hard to stay on the track with the extra speed. Major skill issue on my part 😅
Getting nudged by an opponent while charging a boost, and having it trigger and launch me off a turn was an unexpected, but amusing discovery. I'm imagining how much fun this would be playing with friends, bumping eachother off the track 😄
An excellent puzzle game! Really had to stop and think for some of those later levels. I can tell a lot of thought and work went into the level design 😄
The implementation of the theme was really nicely woven into the puzzle mechanics and design too. Having the checkpoints effectively transform the level layout based on how you move around, and having to plan ahead to cross back over your path is super cool.
I really appreciate the skip level button too, as I had to leave and come back, and was able to continue where I left off using that 😃
An undo button is only feedback suggestion I had in mind, and can see that's already been addressed in other comments.
Great submission!
I enjoyed the puzzle/platformer design of this game. Was a cool implementation of the themes to use checkpoints in interesting ways and re-cross your path to progress 😀
I did not finish though as after getting quite far I managed to fall off the left side of the map and get softlocked.
I think the visual are cool, but also quite intense. I'd recommend at least toning down the screen flashing (or better yet, have a setting to turn it off) as flashing can be very uncomfrotable and problematic for many players.
The puzzles and visual style are very cool and nicely designed/implemented.
I feel like the limitation to 2 input buttons hindered the gameplay experience, as it would have been more intuitive to click between the yellow guys, and perhaps have an option to speed up.
Still a very cool idea, and very nice implementation of the 2-button limitation!
Hi Stickmaniart, you are free to make whatever you like as long as it follows the main theme 'Cutting Loose' by some interpretation. The optional theme challenge is there to encourage people to think outside of the box, but it's not compulsary. If you have an idea that will make for a better game, go for it 😄
Looking forward to playing your entry!
This is great! I really love the sprite work and animations.
I'd recommend adding a mouse cursor (or keeping the default mouse pointer which seems to be hidden) as it's hard to tell where I'm aiming. And as I have multiple monitors, in full screen mode it's easy to accidentally move the mouse off the game entirely without realising and start clicking stuff on my other screens.
Fantastic jam entry though! Keep making more games :D
Fantastic game, I loved all aspects of it! The gameplay is smooth and intense, the visual effects for the rain and blood are great, and I love the sound effects. It feels great every time you pull off the parry.
Only thing I can think to suggest is to consider having the first enemy be easier to parry to help teach the mechanic. I think the visual language is perfect and easy to pick up, but I imagine some players might have trouble at first if they're not used to games like this, so a more forgiving window to parry the first enemy could help introduce how parrying is supposed to feel.
Not that the game needs it, I'm just reaching for anything to suggest. Great job!