Thanks! I used a vertex shader to make everything follow a parabola.
okayscott
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I think I beat it? All the rifts are closed but nothing else happened.
Good platforming, fluid sprites. Good use of the palette to visually distinguish the different biomes. Only nit pick would be the sword hit detection feels a little janky--I had a really hard time hitting the bomb across the lava. But otherwise, fun game.
A pretty hard, but overall good game. Forward/backward movement was a little unintuitive but I got the hang of it. I like that there is disincentive to just spam bullets since you might hit the refuel(?) pad. The pseudo-3D sprites all look really good.
Also, kudos for adding multiplayer, though some of those gaps are really hard to navigate with 2 people.
Very unique puzzle concept, and a good looking game. I like it. I played through the whole thing and enjoyed it, but it did take a while to figure out the mechanics. The early levels felt much harder to me than the later levels, probably due to not quite grasping the concept yet. If the levels were rearranged I think it would do a bit better at teaching the mechanics. But once I figured it out the puzzles were fun and the right level of challenging. Well done!
Nice game. Simple, but well executed. Got a couple floors in until I died by exploding myself with my own fireball, which is a quintessential feature of all good dungeon crawlers.
(Btw, I recommend going into the itch project settings and enabling the fullscreen button. It is hard to see on high DPI screens.)
This game is adorable and super chill. I love it. The secret paths are well telegraphed, so it's fun to explore. The way the music changes in the secret areas is a nice touch. Wish I could find all the secrets but unfortunately I got stuck in a wall 😅.
(Also, just want to say, I really appreciate Lospec. As someone who is generally clueless about colors it has been an invaluable resource in choosing palettes for my jam games.)
This is a great game. Challenging, but fair. Mechanics are clearly taught and smoothly expanded upon and combined with others. Wall jumping mechanics are hard to do well, especially under jam restrictions, but this gets it right. If there was an extra sprite pose indicating a wall jump is available it might make it slightly easier to learn, but overall it feels good and reliable without being easily exploitable.
Also bonus points for secret trash fly friend. Unfortunately I'm not skilled enough to bring him to the end without dying. 😁
With some caveats, I really like the difficulty curve. Trying to look for the goal while also planning a route gets really intense. And the music and atmosphere complement that nicely. The level generation is often too easy, or really unfair, but when it works it really works. Very fun, and well done.
This game was super hard. Like, really, frustratingly hard, Pressing F didn't always seem to work, and the player capsule kept sliding off of platforms.
BUT, maybe due to my nostalgia for Source Engine climb maps, I was compelled to finish it. Despite the janky controls this game was probably the most fun I've had from the submissions I've played so far. So, thanks.
And well done. 👍