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notnottimmy

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A member registered Oct 20, 2021

Creator of

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This game fascinates me. After about half an hour of playing, I had made it to the second level three times. An interesting way to qualify a game is what it makes you think about while playing it, and this game made me think of some pretty cool stuff. First of all, I found the game postmodern in the sense that it rewards you for doing *less*. So many times, an extra "a" or "d" hit would send me to death; whereas just lifting my hand off the keyboard to land straight down kept me alive. The game also rewards you for doing less during those few moments the triple blast won't do -- like that last set of two spikes in a row after the two sets of three. Lastly, the game rewards you for doing less when a jump would kill you -- whereas you could simply inch towards the edge of the rounded corner; then let it slide you down and BLAM BLAM BLAM the spider underneath you. 

Typically, "combos" are seen as more rare than "single-move actions," so this inversion of the norm -- with the near-unilateral triple tap; and rare times when only two would do (I don't think I encountered a single moment where ONLY one hit was required) -- I found it really novel and compelling. Thank you for sharing.

This was the first game I played after the deadline, and I still remember how much it really calmed me down after a stressful afternoon. Glad to see others are liking it, too! 

This game is really, really good. It took me back to games I'd play on my dad's iPhone as a kid, but so much more polished (really impressive the fact you made this game feel so good to play in such a short amount of time!) I think out of all entries so far, this one gave me the deepest sense of immersion / flow state. Easy to learn, hard to master. Rewards discipline and quick thinking.
By the way, the Drum & Bass soundtrack, too, was hypnotizing. It's like I looked at the clock and WOW an hour had passed!

Not the dev, and idk how much it'll help you, but watch the monkey's forehead--as long as you can't see any lighter pixels, you aren't at risk of falling. As soon as you can see the monkey's forehead, you're going slow enough to risk fallin'!

In general though it helps me more just to focus on evenly-spaced pulses than scrutinizing the pixels

I first want to talk about the soundtrack. No idea if it's intentional or not, but to me it evokes Random Access Memories -- the arp on Motherboard, the record scratches off Contact, the strings off Touch. But of course it's that, reconciled with the 90's. On a more meta note, a Daft Punk-inspired BGM reminds me of the original Spelunky! And visually, the FEEL of this game is so. Damn. Good. It's like the code-ness disappears, and the sound and the visuals are just THERE in perfect harmony. And, it's hard to explain, but like, when I'm about to hit the side of the block, but one pixel away from the top -- when it slides me up to the top anyway? Yes!!! That's exactly what would happen to a squishy frog. You're really pushing the boundaries here (literally)! That "forgiveness" means, when I DO fail, it's all the more my fault. And yet, because it seems like each failure path was intended by you, I still felt loved in my very failure. As someone who often gets punished for doing too much, I find it therapeutic how often your game rewards restraint and control. Lastly, this is the first project where it really seemed to me, like, "Damn. These creators seem so cool and wise, I want to be their friend." I think that's the best possible thing game could do, is to open someone's eyes to the possibility of friendship. This is my favorite project out of all of them -- including my own!

I was so happy to hear this game, the piano voicings are incredible and the intricacy of the drum patterns inspire me a lot. Not to mention it's beautiful! I think I heard the BGM gradually shifting over time as I rose? (Haven't gotten strong enough to confirm it, but this potential feature alone will incentivize my return.) And hearing that drum fill expand and expand as I fell from greater and greater heights -- it certainly sweetens the deal of utter failure! Those types of minute details indicate true passion. Thank you for rewarding the active ear!

As I wrote in my other comment, your development updates in the Discord really inspired me while working on this jam. For that reason and others, playing your game (and especially beating it) was an emotional experience. I also love the idea of getting quite literally bounced around by the world for someone you love -- the way this game punishes hubris while rewarding quiet confidence proves it belongs to the theme.

Thanks so much for your reply!! When I first joined the jam, seeing your art on Discord was the first thing that pushed me to work even harder on these assets, so it's pretty surreal seeing your comment here. Thanks again!!!

(2 edits)

bb#2345  (dave#1864 is my partner https://davecode.itch.io/phoenix-write but hes getting food)

If a game's visuals were inspired by the Zelda franchise; and if it were a game about WELDING called, say, "The Legend of Welda" -- would there be any legal trouble that would disqualify that game's creators from prize eligibility? In general, can the title of an entry "parody" or "spin off" another IP.