I’m dumb, talking to grandma again re-opens the gate. Not sure why it didn’t occur to me to try that instead of reloading the game >.>
piotrbizzle
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Hm, it sounds like there’s a bug with the inventory contents sometimes not being tracked or updated correctly, someone else had a similar bug where the clown nose quest couldn’t be completed…
Something evidently is also up with screen sizes or resolutions and the UI @_@
I’ll take a look at both of these, thanks for the reports! They’re super helpful!
With apologies for the bugs you encountered, thanks for playing!
This is a great and super complete entry! The level design is great and the unlocks all work well!
A smalll thing, when I first played I got stuck at the very beginning. I think the steps are:
- Walk to the right, /skipping/ the save point
- Die
- Now you are locked in the starting area.
After that first bump, though, I really enjoyed this one! Great work!
This game has such a unique look and controls! I got the acid attack and started working my way through the blue pipes area, but then I hit the escape key wondering if it would pause and it reset my game >.> my bad
A fewww bits of feedback:
- The big ant was really tanky, and I couldn't tell if my attacks were working. A little more feedback that the player is damaging the boss would help a lot!
- I had a really hard time controlling the character in the pipes area on the round surfaces. I'm not sure if the right fix is to rework those controls, or better teach the player how to move in these kinds of areas, or some other third thing, but that area really took the wind out of my sails.
Still, an impressive and really stand-out entry for 30 days. Great work!
Fought my way through the school of fish and found some NES carts. The music and graphics work well!
For me, it feels like the character moves a little slowly compared to the amount of empty space. The flashlight mechanic also felt like it slowed things down in dark areas, since I had to stop a few times and sit around while my energy recharged.
I really like the look of this one though, keep at it!
This game looks great and the mechanics work well! I also enjoyed the little bits of lore dotted around, I think that narrative approach works really well in this genre.
A couple of feedback points to make things even better~
- Pretty easy fix I think. When fighting the boss before unlocking the claws, the first time after beating the boss I walked off the platform to the left and fell out of the map / had to reset
- The screen transition works well, but I wish it was a little faster so I didn't have to wait for the camera to catch up to my player
Overall though, excellent work, especially for 30 days!
If I had to guess, I’d guess I have a bug with different screen sizes that’s cutting off the dialogue options from the screen @_@
It’s kind of interesting you were able to get as far as you did without being able to see them!
In any case, there’s a lot I want to go back and tighten up in this one after the jam. I’m glad you had a good time playing it in this state, though, despite the bugs >.>>
Thanks for playing!
There are definitely a lot of bolts i want to go back and tighten with more time.
A couple of people have commented that they got stuck in the dark areas. We’ll probably add a prompt if you’re in the dark without darkvision to press a key and teleport you back out to the entrance, since the game doesn’t have a player killed / reset position mechanic otherwise…
In any case, thanks for playing!
The movement and in particular collision definitely need tightening up. I want to go back and rework them completely after the jam.
At the last minute, I put a workaround in to reset your character back to the start position with the R key, but that’s obviously not a real fix.
With apologies that you got stuck because of a glitch @_@, thanks for playing!
You're not the only one who had feedback on the last 10 or so seconds of a run -- it's clear that's a part of the game that still needs refinement so players can realistically get something done at the end of the game.
Having upgrades or equipment to buy between runs is also a wonderful idea -- it seems so obvious now with the score being dollars etc, and could be a good way to add more options and strategies.
Thanks for the great feedback, and glad you enjoyed the game!
Doing more with the car is a really cool idea. Candidly, it only became a truck instead of a placeholder icon in the last couple of days. Your suggestions definitely make me wish I'd settled on it being a car sooner to incorporate it in gameplay!
In any case, thanks for playing and for your great feedback!
Thanks for playing!
The seed system was put in early in development when it seemed like the focus of the game would be getting high scores on particular seeds and competing against friends etc, but I ended up pivoting away from that direction. I agree with you that the feature is pretty vestigial now.
Also, having run-to-run progress would definitely be cool and fits well with the 'get better and better scores to unlock more achievements/ribbons' meta game that the project settled on.
Thanks both of you for playing, and for your thoughtful feedback!
If I come back to this game in the future, I'll definitely have to try cutting the 'pull' time for the throw. Besides the reasons you gave, I think that suggestion could also make it easier to disentangle from mobs of ghosts at the end of the game.
This game works well, but I find the generated mazes are pretty easy, with a main path that has just a few short dead-ends coming off of it. Maybe I just got unlucky with the random aspect, but it seems like an area for improvement."
I'd also be interested to see what this game would be like with hand-made mazes and a little more of a meta-game aspects like better tuned target times or high scores.
Still, this is a fine entry, good work!
The art and music in this game are really impressive!
I do feel the platforming mechanics could be tighter. They're kind of floaty and the player is able to wall jump in a way that didn't feel intentional. It also didn't feel worth fighting the enemies vs running past them.
Lastly, my playthru ended with a bug after unlocking Insane mode where none of the buttons on the level screen worked anymore : (
Still, one of the best-looking entries in the jam! Keep up the good work~
This is a cool little game, and I played it through to the end screen. You've accomplished a lot for a five day jam in terms of the levels and upgrades.
A few bits of feedback from my playthru:
- I didn't bother fighting any enemies after the tutorial. Especially in level 2, where time was really tight, it felt more effective to just let them chase me
- I kind of regretted fully upgrading the speed stat, as it made the game hard to control
- Other comments also mentioned this, but it might be less awkward to control if the attack button was mapped to something easy to press with your other hand while using WASD to move
Still, I really like this one!
Your comment inspired me to go back and try again!
Knowing that the spaces which fall out are fixed every time helped me approach the level in a different way and I managed to make it to the (bottom of >.>) the leaderboard~
Communicating that mechanic a little better and warning the player that getting stuck is possible if they don't plan their route well could probably make this game more playable, even without changes to the mechanics
This game is simple, but there really is something to it. The little pumpkins are very charming in an old atari kind of way.
I think it may improve the gameplay to have some kind of penalty for picking a pumpkin that isn't ready -- I got my best scores by spamming the e key and running back and forth. I'm also not sure why the character can jump, it seems like something you'd never want to do on purpose.
Overall, a good effort though!