Suuuuper fun game! I loved how low to the ground you were. Very clever alternative shells. It felt really snappy, and the visuals were cute af as well. I really love this theme. Hermit crabs as a use of limited space is a fun twist on the theme, and I could definitely see this concept expanded, especially in a multiplayer setting, with some humans and lots of bots. Plus many more weapons. That would be a sick party game.
Some problems with game balance: I was never able to upgrade shells. I assume it's the red bar on the top that makes you get bigger? But I never passed level 1 before a bird grabbed me, which felt random. Also, it took me forever to kill my first hermit crab, as the default punch with no weapon is really weak, and I had to really focus in on one crab to get their weapon, which the game didn't tell me I should be doing.
Overall, fun, unique, and fast paced. Some problems with balance and making game systems clear, but those are p easy to fix up in a post jam setting. I'll be watching this one!
Pen Island Games
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This is so interesting. Early in the jam we had this exact debate. I was on the side of a more strategic version, though I ended up really enjoying the twist of trying to mix the strategic decision making of a card game with real time pressure. Still, I agree that we're pushing at the absolute limits of being able to make educated decisions given how MUCH time pressure there is. We're gonna explore some different paces based on the feedback <:
Yeah, we wanted to create a tension between strategic play but also fast decision making under pressure. We didn't have a ton of time to balance the game and it may have ended up a little TOO fast paced. It's definitely possible to learn patterns and get better, one of our programmers can regularly beat the game, but judging by our comments it's a bit inhospitable for new players. Thanks for your input!
Cool idea, I like how you have to sometimes switch in mid-jump, and that the hop card doesn't strictly render the normal card obsolete since it has less control.
It can be kind of hard to see obstacles and platforms since everything is around the same value and saturation.
I can definitely see this switching mechanic expanded on to create some very interesting puzzles