Oh, thanks for letting us know. We have a new build almost ready to go and will adjust the link before release (might still take a while).
PurpleSloth
Creator of
Recent community posts
Hey Rhys,
while a dedicated mobile version is not somethign we are currently looking at the web version can be played on mobile devices, thanks to the two button control setup:
use one finger to look around and 2 to move forwards.
Keep in mind that performance might not be ideal, depending on the hardware.
Hi,
we've gotten this question quite a few times. When creating the game we wanted to make it clear that the list of terms we presented was in no way exhaustive. One way of doing that was to leave out some terms that would have been good fits and masc ended up being one of those left out.
However given the amount of people that have been looking for a masc room and were curious what it would look like, we would probably include it if we ever went back and added further rooms. Its absence is in no way ment as an invalidation of masc identities.
For hitting Exit?
Good time! WR atm is currently at 28s 850ms
https://www.speedrun.com/de-DE/wyg?h=Exit&x=9kv3qjo2
Hey yeasstt,
thanks for the feedback.
Your observation regarding the lack of a masc room do make a fair point. At the time we felt that leaving out some of the terms people would immediately think of would make it clear that the list of terms covered in the game are necessarily incomplete. It is not intended to delegitimize trans men.
Hey that is an awesome offer!
If you are interested in working together to integrate a Spanish translation join our discord(https://discord.gg/BYWrpVjm9M) or write us a mail at info@purplesloth.studio and we'll figure out the details =)
cheers
radow
Well there is some trickery.
We spawn and despawn rooms out of the players view based on their position in relation to the room they are currently in and use portals that we project render textures onto in order to achieve some of the other effects.
In the queer tunnel the whole world truly turns around the tunnel axis thought =)
Oh wow, those are some nice times!
I'm not sure if we'll be able to turn this into a full game (even thought a lot of us were really hyped about trying to do exactly that), as we have just started working on a larger long-term project. But we have been and will continue to work towards releasing a postjam version of the game in the coming weeks.
Glad you enjoyed it this much =)
I like games that talk about game design. Especially in a game jam, where most people playing the game will likely also be game devs, that makes a lot of sense.
This is a nice implmentation of the "create the dungeon for the player" idea, that quite a few entries went with, but it goes further than most by asking the player to actually provide stat values for the foes and the twist of optimize the dungeon from a dev perspective works well.
10ish endings is quite ambitious for a jam game, especially a solo project.
Great entry, I hope you got some sleep after working on this for 44 hours straight!
Cheers.
Such a cute game!
Pulling off 2D in 3D can be tricky, but this game does it very well.
Gameplay side it's a very simple platformer. The movement feels pretty good, but there could have been a few more parkours. Is there a hidden fourth piece of bread for the fourth human btw? We thought there might be, but we couldnt find it.
The idea of playing as a duck that feeds bread to humans in the park is just adorable and the dedicated quack button makes it ever cuter. Great work.
The first round definitly was something. The moment you take off the bucket and realize what the game is... laughed quite a bit.
Trying to actually beat it on subsequent tries turned a bit tedious, but it's a memory game so fair is fair.
I really liked the store design and the preview of the items in the select screen, but the UI could use a bit of work as the text on the buttons was rather hard to read.
Fun entry, cheers!
Interesting idea. Our team was thinking about someing quite similar in our brain stroming session, so it's extra interesting to see the games of people who went with such a concept.
On my first try I came across a bug where I could just move the cube through all walls, but after reloading the game page everything worked as intended =)
The minimalist and clean presentation of the game works very well and the small accents such as the pulsating player cube and the audio make the game feel quite polished in this regard.
Gameplaywise I would have liked for the game to get progressively harder or have some other tangible goal, like a par value to go for.
The controls worked well and reaching the coin felt like a good amount of difficulty if it spawned on the other side of the map: not unfair, but challenging.
All in all a nice entry, cheers =)
I quite enjoyed this one. A unique idea that took me a good 10 tries to get. There is an exploration and an execution element to it, which I like.
The jumping could have felt a bit smoother. Especially with the darkness and when trying to look down in order to avoid looking at ones future self... past self? ... future selfes looking at the current self?
Ideally I would have liked it if strategic choices such as strategic stalling would have been more relevant. But at least for the last section strategic routing worked really well and the rest was timing the path back right, which was quite exhilarating.
Nice work altogether, very fun =)
Hillarious take on the theme.
The game works well, but the view cones on the pidgeons could be a bit smaller, atm it feels like they can snipe you from outside the screen and the only solution is to learn the paths.
The visuals and animations are top notch. Very impressive especially given the limited time!
The sounds were fun but some kind of whimsical background music would have made the experience even better =)
We were promissed a buggy game and we got a buggy game xD
The main issues we ran into were not being able to tongue anywhere except the center and the game crashing when we hit the edges of the plane. Apart from that the idea of moving around by tonguing from place to place as a sort of amphibious spiderman is very promising.
The title art is also really good =)
This is the kind of game I want to see in game jams!
Love to see custom engines and especially ones that allow the enduser to customize the game.
Getting that lava frog down the hill was quite tricky, to the point where I tried to go into the engine and give the frog or the fly more live. I got a bit lost while trying to figure out how to achieve that and ended up going back to beating the game in its vanilla state, but the look under the hood was still a fun experience.
The idea of playing both frog and fly and the cute worked very well and the graphics were cute. Top marks in all categories =)
I liked the idea of keeping the fixed perspective from RE and the music was really good.
The rooms could have used some additional assets in order to differenciate them and make the game more immersive, but with a 48h jam asset creation is always tricky.
Overall an interesting take on the theme with some nice nods to an all time classic =)
I enjoyed this a lot!
(I do feel a bit full, after munching on a rather large group of misogynistic crypto bros thought xD)
The art is absolutely gorgeous, the writing is sharp and the idea of playing as a chest deciding on what to give out and when to turn into a mimic is absolutely on theme.
The text prompts and general gameplay started to get a bit repetative after level 10, but that's already a huge ambount of text and background art for a 48h jam!
All in all one of my favorits so far, good luck with the vote!
Got strong Bloons vibes from this one =)
Like a few others the conecpt of a reverse TD was one that came up in our brain stroming session and its great to see the results of devs that went with it. This is one of the more refined entries of that group mechanically and I reall like the hand painted art style =)
I like the idea of playing the obstacle rather than the player (or ball) and the elegant minimalism of the design. The controls and difficulty could be a bit more refined, as I found it difficult to reliably rotate the shapes the way I wanted in the short time given. But balance is always difficult to get right in a jam, where there is barely any time for testing and iteration.
Cheers.
Very cute graphics and a well working idea. Hand a lot of fun playing this.
The balance of the upgrades and the difference between hitting targets you are strong against or others could maybe be a bit refined a bit further in order to give more long term motivation, but all in all it already works pretty well and feels super polished for a jam game =)