Kind of wish that by holding spacebar it wouldn't jump until I let go, but maybe thats ceding a little too much control to the player. Also feel instinctively like I want to be maintaining momentum more, so took a bit of time to get the hang of switching up speeds. Straddles the line between being a bit too hard for me but also managing to motivate me as I feel I'm getting better at it. Will very likely revisit post voting period to see if I can beat it
NonStopping
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The animations that have been put into this in such a small amount of time are really impressive. Feels nice and responsive too. Just wish that I could play with controller or at least rebind, because ctrl/shift feel a little awkward for how much I was trying to use the dash. Real good though otherwise.
Fun game. Agree with one of the comments asking to show the range of the shotgun. Would help with the risk reward of trying to line up a bunch of enemies to get in one or two blasts if you knew how much range you were shooting. Didn't complete it but will definitely come back once jam voting is over so I can sink more time in trying yo complete it.
It's like a super tense version of pacman. Wish there was a little more sound to regular movement. But I love that it's still doable without dying, really gets the theme and doesn't become a game about dying for dyings sake. The lighting effects are really cool and it's amazing how you've made what looks like the letter A into these super aggressive roaming packs of dogs. I'd find myself tucking into corners hiding from them. Super tense with real responsive controls.
The dialogue is pretty fun. I kind of like the visuals reminds me of playing far too much Candybox. Kind of wish there was a little more interaction in the dialogue itself. We get to make gameplay choices but there's very few story choices or at least initially. Which means there are large amounts of text where we have no input. Cool idea though and good character writing.
Love the flow of switching between worlds. A someone else mentioned it did take me a while to remember which colours were safe and which weren't. Also found that the switching while moving felt a bit laggy. But those are both minor polishing changes. The core of this is really good, having to think in two spaces at once to make sections of jumps is really fun.
I had no idea what was going on gameplay wise. But that made it kind of compelling for me. Felt like this cool endless loop of getting rejected. At one point I felt in character as after so much rejection I looped through the different areas without talking to anyone as I didn't want to get rejected anymore. But then after spawning in the room by myself I decided I had to pick myself back up and brave it and ask more people. Cool game.
This is a really well rounded little package. The risk reward to get extra points is a great design decision. I also enjoy how each extra jump you unlock actually changes how I approached when and where to jump, it has a meaningful impact. I'm also an absolute sucker for this kind of visual design, this one has a similar visual design you should check it out https://portable-bird.itch.io/4-corners (not my game).
Would be cool to see this expanded so that there is more enemy variety introduced the further you get and for there to be an online leaderboard. Easily one of the best autorunners I've played in a while. Just noticed it has an android version, definitely going to download that.
When you first respawn as a different set of blocks was such a good surprise. Would be nice if when you died it skipped the first two tutorial screens, as after my first respawn I thought I would have to do everything over again, you have to get past those screens to realise the levels are different. Fun game.
These animations are so slick and the song is really catchy. My only issue is that there were one or two times where it felt like the timings switched between the melody, the bass and the drums and I wasn't quite sure which to follow. Minor issue though as I did get the hang of it on my 3rd try or so.