Neat little demo! There's some cool ideas here, I like the knock back of the shotgun, you could basically remove the dash. I was just shooting the shotgun backwards to dash forwards lol. You could definitely lean into that though and make a neat little 2D movement shooter with this!
Mythikal
Creator of
Recent community posts
It took me a little bit, but I could see this game being very fun. Its a very neat little demo. I like the music a lot, but it did have me experiencing a little cognitive dissonance. I was listening to this sick trance music that made me wanna get into a flow state, but the game didn't feel it flowed very well. I feel like the character is taking a leisurely stroll while getting attacked when my brain wants to go fast and eliminate the danger and enter a flow-state. This could be really sick as a speed-running type game. You could have the rotating hair make the player fly and make the game more about movement and going fast. There's some cool ideas here that would fit a game like that perfectly
ay thank you so much! I appreciate all the thought put in your response. A few people have requested aiming with the mouse, I may add that as an alternate fire setting in the future or reduce the amount of diagonal halls. I have no problems shooting diagonally, I've been a little surprised it's been such a problem lol. I also agree enemies need to telegraph their attacks more, just didn't have time to animate it, the art/animations is was what I spent the most time on during the jam
I'm glad you liked the story and message and it came through, all I want is for that to come through. Knowing that gives me some motivation to finish the game
I beat it, I am a real game expert. It was fun!
As for feedback, the knife and arrow feel like afterthoughts, they don't really feel like they fit. The base reflection mechanic is so damn satisfying once you get the hang of it you could design some really cool levels around that alone. I could even see this being turned into a rhythm game where you need to reflect shots to the beat, that could be cool. Its a very neat idea!
Very fun and addicting! The art and music are great! It's a little tough, but I feel like it fits the arcade-like nature of the game. I do wish there was some way to at least regain your dashes, even if it was one every x kills or something, could make for a nice life-saver when you are in a bit of a rough spot, or when you master the game add a level of satisfaction being able to go through the level faster
Very cool game! I sorta wish you went for your own artistic style for the UI instead of using the Clash of Clans look, I thought some assets were just straight rips from those games for a second. It was a little hard to figure out how to play but I got there. The game kept crashing on me for some reason, I'm not sure why. It's a cool idea and was fun to play though!
It makes me so happy to know that door got someone lol, I'm also very sorry. It's inaccessible until you've beaten the boss! You also need >85hp, but shhh I didn't say anything. (Or activate invincibility in the dev tools lol). The diagonal shooting is a little rough, and I'm not sure how to fix it, gonna have to mess with that. A few people we're having issues with it.
I'm glad overall you enjoyed it! Nate absolutely killed it with the music, all the praise for that goes to him, he's a legend!
I couldn't find my mom, this is so sad.
This game is very cute and charming! Also has some clever level design. I feel like sounds would really help. Also, the art looks a little blurry, I think that could be fixed in your project by setting the image scaling to Nearest Neighbor (I'm pretty sure lol), though the blurriness sorta adds to the Christmas/Winter nostalgia vibe
Uhhh, I'm not sure what to say. There's something here! It's a huge W to just have submitted, so you should be proud of that regardless! I loaded into level 5 which I feel like maybe there's 4 more I didn't get to play lol and there was just nothin really goin on? I wandered the entire maze and there wasn't anything there. The movement mechanics are interesting!
There's a good foundation here! I wish I could actually play the game, it looks really nice. I could barely read the text even in full screen though. I also started with basically every level completed already. I tried to play a bit but once I started moving it felt like my controls got taken control of and I got rekt. With barely being able to see what was going on, I couldn't really give this game a fair shake
Good job for the small amount of time you guys had! I had a good time playing. Game is a little buggy tho lol (understandably so)
As for feedback, the "Grossness" upgrade broke after the 9 cost one for me, it just set to <null> for the price. The sword power up, which I assume increases your power, isn't temporary. I could spam them and it persists between runs, I got my power bar to full without buying all the upgrades. The HP powerup didn't feel very impactful, but it is also spammable and stacks on top of your HP, I didn't get to test if it also persisted between runs. Also when I won it felt pretty anti-climactic, I got further than I did when I won in previous runs so I don't know why I even won
Now this is my type of game. Flesh this idea out and it's a banger. Would love to see rogue-like elements thrown in where you can get upgrades and additional projectiles and stuff. There's just a lot of cool stuff you could do with this.
As for feedback, after a while the rotation of the blade breaks. I got to 105 enemies defeated and at some point a bit before then it desynced and I couldn't tell where the front of the blade was based on the sprite. Also the UI is busted. Adjusting the master volume kept set it to 0 and did nothing. The pause menu also just doesn't work except for the quit button. I had no issues with the end-screen menu. UI is annoying and aside from all that, you got a great idea here, please keep working on it after the jam!
Very interesting and cool concept! I mean, I would have just told most of these commenters to touch grass tho. I thought I was aboutta get jump scared before finishing, I got a brief doki doki literature club flashback
As for feedback, a volume setting would be nice. Maybe a bit of an explanation on what to do when you start, like two matching comments drop right away and the colors are flashing/highlighted so the player gets the idea to connect them right off the bat
Very fun! Reminds me of old arcade cabinet games, what more could you ask for? Thought I had it down then got clapped. Forget my score, was like 1590 or something
Only feedback is that like others have said, should maybe ramp up a little faster. Also I found the cell regeneration/spawn noise to be a little rough to listen to, compared to the shoot/hit sounds. I think its just a little too high-pitched, but I'm also a little sensitive to sound lol
Very charming and absurd. It was fun! Then I got a bit of a bug lol not sure what I did but my grapple became bigger than me and would just get stuck right on me! I also got stuck halfway through a rail, but that fixed itself after a little wiggling around. Aside from that minorly game-breaking bug, the game was very enjoyable (:
Thank you so much! I would love to do more abstract levels and art design in the future, wanted to do it with the first level. Just limited a bit by my own artistic capabilities lol. If I continue to work on the game post-jam I'd definitely want to get a good artist on the game to help really bring the themes to life