Wacky and surreal, but genuinely an endearing, innocent game.
Pendulym
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I think this is a very successful game! I don't recommend using a trackpad, haha. I think the core throwing mechanic is delightful, and the levels were adequately challenging (level 6 defeated me with the mid-air catch/throw).
I did find that the rewind function isn't very useful, and sometimes breaks (couriers not respawning where they should, or not respawning at all). I also think that failing a level would feel more impactful if there were stronger audiovisual cues, like music, or the package appearing broken, but these are fine details.
Very much enjoyed my playthroughs, would love to see where this goes!
Surprised I got through on my first run! I was down to one life at the end and got like 6 of those things in a row, avoiding the eyes.
I think the art and audio is super effective. The monsters look great, the sound is dynamic and engaging. The movement felt pretty good, too!
As it's been said, though, the game felt really short - I think I spent as much time in the book as I did in the normal level, and I do wish that pacing were different. The idea is so good, I want to stay in that world and travel further, encounter more monsters, etc. But it felt very rushed at the end, despite how well the game felt until that point.
I think the levels feel great - the art is beautiful, the audio is effective and not distracting, and the animation certainly brings Bob to life. I think the intro story is also the perfect length and sets the scene well.
I suppose feedback on puzzle games is tricky, because if the players don't solve the puzzles, they may mistakenly blame it on aspects of the game - but at the same time, the inner logic of the game should be clear enough to the player in order for them to feel like they have agency. I couldn't figure out how to pick up the crowbar - I must have clicked on it dozens of times, both while far from it, and right next to it. Eventually it did just show up in my inventory, but I didn't notice that I'd done anything differently. In the third room, I tried clicking on the monster (the crowbar said it was "good for hitting people on the head"), to no avail. Maybe I was supposed to shock the monster with the electrical sparks?
Anyhoo, I'm done rambling. I did enjoy my three playthroughs, but ultimately frustration won out.
Overall, the input feels good, the obstacles are challenging and unique. The art is simple and effective, it feels like an old flash game I might've played.
I found out that you can stay on the far left side of the screen for a long time before any obstacles hit you! I think something that might make this more exciting is if the fire hydrant spray moved faster than the player, and if the music changed (maybe sped up) as you got closer to work. Not only does that amp up the energy and add tension to the player, but it also lets us know that we are making progress, and that there is a definite end.
All that being said - I tried three times and never got to work! So it's certainly a challenge.
I'm impressed by the number of mechanics that you have in here. The art works well, the audio works well. I liked chopping the chopping trees and refining them into sticks - I also like the 'repairing the damn' process, too. I think the game would work really well without having to hold left-click on the water meter, I think that hurt the flow (pun?) of things and made it difficult to enjoy the other, more involved mechanics.
Pros:
I love the water-ripple effect when you jump in, I haven't seen something like that before. I really liked the music and the feel of the level.
Cons:
It's already been said, but I do wish there were some way to interact with the world apart from just moving in it, which feels a bit sluggish on its own.
By far the most engaging game I've rated! This is awesome. Was cracking up at the giant fucking hands appearing. Reminds me of a game from the Brackeys 2024.2 jam - very fun concept, and in this case, executed almost perfectly!
Only criticism is that the 'shooting' sfx sounds pretty scuffed at double-speed, even in early waves
Pros:
Fun, cute, wave clearing/2d shooter game! The movement felt nice and I didn't find any bugs! Overall enjoyed clearing 11 waves of weird goopy guys (who look great btw)!
Cons:
The camera shake was a bit disorienting for me, as it seems to happen every time I shoot. I also think that slightly randomizing the pitch of the bullet sfx may feel better than triggering the same sample.
Very much enjoyed this experience! I would hesitate to call it a game, but that's not a criticism - it absolutely hit the note that I think it was going for. It is a beautiful, atmospheric, inspiring experience that offers a peaceful twist on the theme. My favorite bit was interacting with the guitar! While the art itself is strong, I do think the audio is what makes this game so endearing.
I do wish the rock skipping or firemaking was a bit more involved, even if it meant a mouse movement to strike a match a few times or pressing space as the rock contacts the water.
Would love to team up on your next jam!
Pros:
The movement felt good, and I was very impressed by the enemies that chased after me! That certainly kept me engaged. The models looked great and I got like 70 something coins (though my coins didn't reset after I died).
Cons:
I think the camera angle is difficult to work with, and I think that the visuals and music don't create a strong sense of atmosphere - but maybe you weren't going for that. I also didn't make it terribly far.
Oh man, I enjoyed this. Cute and quirky setting, honestly challenging - but you'll get the hang of it. I actually 'cheated' two levels (in the sense that I finished the level without the ice blocks), and eventually had to 'skip' the last level.
No criticisms, really, other than level 2 was surprisingly difficult and almost had me quit - glad I didn't :)
Great little RPG! I enjoyed the story and was glad it didn't just feel like a visual novel. I could, more or less, follow the combat tracker. In the tent, I tried to switch my witch to be in the back, but I'm not sure that made a difference. I like the simple UI a lot, and I think the art and music were very effective and atmospheric. Lots to enjoy about this game.
(Also the dev screen was great)
Love the look and feel! The sounds and visuals are spot on, and I love the slicing/chopping challenges - it felt satisfying. I do think that the instructions were a bit overkill - the game seemed pretty well laid-out and your use of symbols to indicate ingredients presents (I believe) a clear course of action for the player.
One small thing that bugged me was that after picking up an ingredient, I had to re-press the arrow keys to begin moving again! Overall I enjoyed my playthroughs of this cute & clever game!
Really enjoyed how different each section felt - the music really carried the vibe here. The movement of the car was pretty good! I had a few instances where the chrono-battery things would spawn on top of a hazard - was that intentional?
Either way, I did enjoy my playthroughs. I think there's a pretty decent game in here.
Also a skill issue here! I probably ran through 10 restarts, haha.
I think that this is a well-made, standard platform game. It feels right, the level is challenging. You absolutely cannot make mistakes. I do think, though, that SkySprint doesn't feel different from most other platformers, and I think that is largely due to using stock sprites and sounds. I think the game that you have now works well, but it doesn't feel particularly unique or special, which will help you stand out in future projects.
I did enjoy my 10 playthroughs!