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otheraeons
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Love the visuals on this one! And the idea of [SPOILER] as a boss made me laugh like crazy. I love the dash mechanic, but I found I could skip past enemies by spamming it. There are plenty of ways to fix that, though: cooldown timer, destroying a certain number of planets to unlock the end of the level, etc. Would love to see this game get developed more in the future!
Really cool concept! Started getting difficult once the roving cannons came into play, but still fun! I wonder how the game would be different if different parts of the ship or asteroid could be damaged? I think it would be really cool to see the asteroid break apart, and it would be a neat way to represent your HP, but I could also see it being really frustrating going into a level and then losing because your guns got destroyed and you couldn’t shoot.
This is a really cool idea for a puzzle game! If you work on the game after the jam, it might be nice to have a few more easy early levels to help the player understand how the game works. I would love to see how this looks after some polish and playtesting, but I think you did a great job showing the potential of the core concept!
Great design, great overall vibes! I love the beginning, where you see the respawn point but can’t get to it yet, and it’s a great way for people who already know what they’re doing to skip the tutorial. Honestly, this whole game is giving Metroidvania vibes? I could totally see this being developed into a whole interconnected world of puzzles!
This is so incredibly polished! Even being so short, there were some fantastic moments in there! I particularly liked the moment I realized that I could scale [SPOILERS], even though BOB had to prompt me twice before I figured out what I was supposed to do! I’d love to see how you use those mechanics in more puzzles if you keep developing after the jam ends.
Thank you so much for your feedback! I originally tried to teach more controls from the start, but it ended up being a lot of text onscreen at once (This is also why cursor rotation is introduced later), so we opted for a first level where you never had to destroy any of the conveyor belts, just place them and orient them. Still, I can understand how not knowing about the reset button could be annoying, especially if you missed the arrows on the conveyors, which can be hard to spot.
Have you considered turning this into a roguelike after the jam ends? I feel like the skill ceiling of the controls is really high, and you wouldn’t have to do much unlockable content to keep the game interesting—Just the basic movement system. I could easily see this game having randomly generated layers of the tree, maybe a lower section with exposed roots or a middle section with thicker trunk sections you can move on. (But that’s just my opinion, of course! Do what you want!)
Okay, I need to talk about the music/sound design here. I’ve toyed with dynamic soundtracks and musical onomatopoeia before, but this is on a whole other level. The way the sound of the scales attaching is woven together with the piano score, the way the scales make glockenspiel sounds when they bump together, the way the harmony is wistful without ever being boring . . . This is a masterclass in creating a mood with music and sound.
Okay, first of all, fantastic title. This game just has an incredible vibe. It’s like Breath of the Wild’s cooking but with N64 graphics but you can actually move the food yourself but it’s a platformer kind of? Seriously, I have no idea what category to put this game in. So I choose to categorize it as “awesome.”