Fun platformer with a cool central mechanic! It took me a bit of time to realize that the Ame clones spawn based on where the player model is facing, not your mouse. The platforming is a little slippery too, are you using capsule colliders? A cylinder for a platformer might be a little less slippery since it would mean flat surfaces colliding together. Cute ending and I liked the secret level easter egg!
pmarkowski
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Nice game, the main mechanic is pretty simple to get but results in a lot of complexity and possibilities. I wish there were a way to view the other side of the board or rotate the camera, there were some times where I was close to losing a level just because I wasn't totally sure where I'd end up on the other side. Great simple art style and presentation! Good work!
Great game, the concept is really creative and fun, I enjoyed playing through the entire game. One idea I had while playing, it felt a little frustrating that you could play "perfectly" but still take on corruption because you have to enter a corrupt space to recover a memory. I think it would just feel a bit better for the player if you don't take corruption only for the first time you enter a corrupt tile, so you can have "perfect" runs for levels where you never take any damage. Overall balance would be exactly the same since you can then reduce the player health by 1 to account for the change, so it'd be a purely psychological change for the player.
Excellent submission!
The art and animations for all the characters are excellent! Nerissa's fight was the stand out gameplay wise. Unfortunately, Biboo's fight seemed to glitch out for me, it just kicked me back out to stage select. The character art and controls mean there's a good base for a lengthier experience here, but making enemies, bosses and full stages takes a while. Nice work!
Thanks for checking it out! I hear you on the corrupted Saplings, it's brutal to get them early game. There's a flat chance for them to spawn right now, but ideally I'd like the probability for a corrupted Sapling to spawn to be a function of how many Saplings you have so they're less likely to spawn in until you're more well established, but I was worried about tuning that curve before the end of the jam. Definitely pushed myself to the limit by trying to make this type of game but that's what Game Jams are for!
Nice game! A bit of motion or music/sounds for the intro would have been a nice to have, I was actually worried the game was frozen for a second. The intro cutscene was really cute. The shift in tone for the level design and music for the last level were great, definitely knew things were about to get real. In the end I was wanting more levels which is a sign of a good game!
Thanks for taking the time to play and leaving such detailed feedback! The latest update should make it harder to place trees in a bad position, but the placement is still a little awkward. Definitely pushed myself outside the comfort zone this jam with this type of game and had a lot going on but I'm pretty happy with how it all came together in the end!
Really cool game, felt pretty polished, good art, great submission. There were some stumbling points: sometimes it wasn't clear to me whether food needed to be fried or not when it was a plated order, and sometimes it was difficult to interact with the right object, particularly when trying to get the fish. Great job on the game!
Cool game, pretty ambitious to have so many minigames like this for a game jam, and a fully animated credits sequence too! I like the idea of having to solve a bunch of puzzles to prep the ship, to be honest I'm not sure it needed the resource collection aspect, it would have stood well without it. Great job!
Cool game. Maybe not traditionally "fun", but it does kind of feel like something that would stay with you even after you finish playing. Some small polish elements would be nice, I found sometimes the text for an item would disappear unintentionally for me, or would get tripped up when there were multiple entities nearby. Personally, being able to aim at it and press an interact button would be appreciated. Great work!
Haha, I knew someone would come and try to use a turbo mouse button to get a crazy rate of fire. Thanks for noting the death animation thing, it's a left over side effect where I wasn't handling player death properly which meant that the zombies kept eating you after you die, I liked that so much I wanted to keep it in but guess I didn't patch all the holes. Thanks for playing!
Cute game! Took a while to get used to the gameplay but once you get in the swing of things you enter a bit of a flow state dashing in and out of the tent tending to your crops. One small thing, it looks like the progress bar actually accepts mouse input right now so I was accidentally able to drag the progress bar left and right while playing. Good work!
Excellent style, the graphics are minimal but come together to make a really cohesive visual display. The audio is good too, good sound effects and the backing track is pretty good. The core mechanic is unique, when you do manage to pull of a quick maneuver where you switch focus to grab a green dot and then switch back to grab another it's really satisfying. The threads were just really frustrating to me though, maybe my mouse sensitivity is too high but it was both challenging to accomplish and overly punishing when you failed, which made me not even want to go for them because the risk/reward wasn't there. I ended up winning when I completely ignored them, which I felt bad for because the threads felt like the central mechanic I should be engaging with, but I did want to get a win. Also, I'd really have liked to have seen some kind of 3, 2, 1, GO when you start a new game. Since the particles go for the mouse immediately, and your mouse is hovering over the new game button, they start moving towards your mouse and the black hole is right in the path so after being frustrated with missing a thread, I'd retry and immediately lose a ton of stability from colliding with the black hole.
Sorry, lots of feedback there, but it was a genuinely interesting submission and I wanted to wrap my head around it, and glad I stuck with it for longer. Great work!
Nice submission! I like the Metroid feeling with the doors, escape sequence and overall feel of the level design. A bit of sound effects and music would go a really long way towards giving everything a nice level of polish. The camera felt a bit close -- I think it's an appropriate choice given the style of game but pulling it out a bit further would make things feel a bit less claustrophobic. Good work!
Super ambitious but really cute survival city builder. I feel like I sort of soft locked myself on my first run through because I built a lightning rod without the other buildings, a bit of a progression system that makes sure you have iron income first would be a nice touch. The UI and controls can definitely use a bit of work, I built a few houses accidentally just because I wanted to build roads! All in all impressive submission to deliver in a week long jam!
Thanks for the feedback! When trying to kick, were you near a stunned enemy, with stars circling their heads? You can only kick when close to a stunned enemy. I'm not all that surprised about the reload noise, the way it's coded is kind of janky but I think should work most of the time. Thanks for taking the time to play!