Well polished visually, but ultimately pretty frustrating to play. The bounciness of the ball combined with the slow rotation of the level makes any level where you have to play on the "rim" of the arena incredibly difficult. The sound effect for bouncing into the wall is really loud considering how much you have to hug the wall to fit it. I'd love to see a level select screen so I could see all the different levels and mechanics without having to go through each one. Nonetheless, good job! All of my nitpicks are little things, but they do add up.
Otterpop!
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It feels like the base for a good entry is here, but it needs a lot of work. Based on the description, we should be able to "Scale down and absorb Enemies and their projectiles into gift boxes, and release them back at them!". I don't think any enemies shot projectiles at me, so I wasn't able to use any "scaling" mechanics. Seems like it might just be a case of over-scoping, and is likely a good lesson for next time! Good job on submitting a game!
Wow! A popular interpretation of the theme, but the introduction of jumping affecting multiple mechanics makes this one stand out. There's a tremendous amount of love put into the graphics and the juice for this game. Cute, smart puzzles, and no major bugs! I give it... one raccoon thumbs up out of one
(and some extra love for games with cute cartoon animals)
This is the first game I've played to REALLY make me feel something... Walking around and firing these poor workers who didn't do their job but did their best is a really harrowing experience. I was almost in tears after realizing I couldn't un-fire Manager Niko. Also fantastic whiplash with banger lines like "Brother it was just a couple months late." Viva la revolución.
This isn't a game, it's art. And it's insane that it was made in 48 hours. Amazing job.
I love the visual design of the game, and it's impressive for two days. I do wish there was some more content that varied up the gameplay... I think enemies that you need to avoid, or eventually being able to eat the houses would do a lot for the game. I wasn't quite sure how hunger or combos worked, but I never felt like I was close to losing. I was getting a little bored halfway through the final section. It's a good chunk of criticism, but I do love the idea and the aesthetic. Great job, this is a cool game!
oh MAN this game has some juice. I was initially worried that it was going to be a standard 'scaling platformer' but managing to fit in a whole metroidvania into the jam is a real feat. The level design at the start was a little confusing, but it really impressed me after seeing the first upgrade. My only real gripe is that only the first gun has the cute little tune! I wanna see more!! Fantastic work.
Love this game, it's addictive and difficult, but not frustrating once you understand the movement. I do think it suffers from some visual clarity issues by only being 1-bit; it's hard to "read" the spikes versus sticky walls when you're flinging towards them on a scrolling level. Great job, I'd love to see it explored more with WAY bigger and WAY smaller scaling!
Disgustingly good game, very well polished. My head hurts trying to imagine how you made the trajectory/path indicator. I crashed after reloading right before the level failed screen and lost my progress, but it was worth going through the puzzles again to beat it. You all know what you're doing and it obviously shows. Great game!
I can feel my brain tingle while playing this game as it slowly transforms into a queue. Extremely optimistic to let the N-Value slider go to 20 :)
I somehow missed the Dual N Mode toggle my first couple of tries, and I am NOT smart enough for that. It might have been interesting to change the scale of the blocks rather than add an audio cue, but the audio is a great addition. Great polish!