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NycroV

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A member registered Jun 03, 2022 · View creator page →

Creator of

Recent community posts

I know it's already been stated to be 30 by someone else, but just here to confirm. Checking the source code, there are indeed 30 strawberries

Thanks for the feedback! It’s not often you find someone willing to give honest criticism out of fear of offending the creator, so I really appreciate it!

Development has continued past the end of the jam submission period for a post jam release! To address your concerns:

- Support for setting custom controls has been added! I just need to create a UI for it… bleh

- The repulse blast is intended to have 2 main uses, those being a momentum booster, and a momentum stopper. This is a failure on the level design in my department - I wish I had some more time to run it through testers to establish better ground rules, but alas, it’s in the spirit of game jams that there will be issues. Usage as a double jump isn’t super effective - but using it at the same time as a normal jump creates a massive super-jump, and using it while grappling or traveling airborne nullifies huge amounts of momentum if used in the opposite direction. I’ll do better to explain this in the post-jam release!

- Allowing a short “coyote moment” before pulling seems cool! I’ll have to test that out myself and run it by some others to see if the general feel is better, but I love that idea! As for pulling through phasing-out walls, it actually already does this. If you hook to a colored wall, then swap colors, you will continue to pull yourself all the way through the wall, and maintain momentum when exiting the other side.

- Spike hitboxes have been adjusted to be more lenient. I actually thought I did this in the original release, but I looked through the source code, and I guess my change never ended up making it to the commit? Regardless, another victim to the game jam deadlines that’s been fixed for the post-jam release!


The number one problem I’ve seen with the game is that it’s too difficult for most people, and I 100% agree. It was originally intended to satisfy those interested in high-precision platformers, but I understand that’s not everyone’s cup of tea - I’m in the process of swapping around some of the challenges. The base game will be made much easier, and the more difficult screens in the current game will be re-purposed into “challenge leves” available after a normal playthrough.

I had a ton of fun making this game, and I’ve had even more fun receiving real, constructive criticism from players that makes for an more fun, more polished, and all around better experience for the post-jam release! Thanks for playing, and thanks for the awesome feedback as well!

The vibes and aesthetic of this game were phenomenal! The music, graphics, "wall breaking" ending, dialogue, all of it felt really really cool. Throw some awesome shaders and CCTV displays on top, and this game was great. I loved how it played, the puzzles were great, and being as short as it was actually did this game a huge favor (in a good way!) I don't know if there are any future plans for this game, but you've done a fantastic job!

It was a bit difficult to understand what the objective of the game was until stumbling into the boss room, but the movement felt pretty cool. The ledges in the boss room were sometimes unable to be jumped to it seemed, but overall the boss was very fun. Graphics, sounds, and overall presentation was awesome. I struggled to see how "mode" played into everything until I read the description of such, but I still think the game itself is very cool. There is good groundwork for a great game here!

Great game premise! I really like the potential this game has, I would love to see it fleshed out further! The concept of not only swapping modes to complete puzzles in a specific order, but also requiring timing on top of that is really cool. Great entry!

Oh snap, you’re right, I just realized I forgot to include the Mac and Linux builds of the game on the page. I am out of town at the moment, but as soon as I get back I can work on getting those posted somewhere. My apologies- that’s my bad! I’ll let you know once I have a version of it ready for you.