I'm glad you liked it! You're right, the difficulty curve is a bit steep and I'm trying to make it a bit more accessible for the post-jam version.
Rakkoon
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Thank you! I'm happy you liked it!
That the colors are hard to tell apart, probably stems from a bug I've already fixed for the post-jam version, where the color of orange and yellow hexes defaults to red on undo and only the emission color stays the same, which results in this slightly lighter tone of red. I've also tweaked the colors a bit, trying to make everything a bit brighter and distinct.
If this isn't the most innovative game of this jam idk what is! The mechanic is great and really well introduced and used in the levels. I like how you can arrange or collect the orbs by dying. The music is great! The spike collider could be a bit smaller and the color theme seems a bit boring (maybe make the orbs green too, so you instantly know they belong to the player) as brown may not be the greatest background color, but overall great entry!
This game is great! The difficulty curve seems a little rough, as I figured of the first puzzles pretty quick but was stuck at the seventh one, but that's probably just me being dumb :), the Skip System is great bc it doesn't tell you the solution and therefore leaves you unsatisfied, which makes you come back to try again. The levels are beautifully presented and I really like the symmetry in a lot of them that works great with the puzzle (although , the perspective the game pretty unplayable with WASD makes as many other comments already pointed out) but I gotta give you a lower rating in audio and graphics cuz you did use some assets.
I'm very impressed how much you got out of that one simple and relatively straightforward and often used mechanic. You took the theme very literal and it works great! Well done!
That was a great experience! Thank you for putting this together. I had to give you low scores in graphics and audio bc you didn't make them yourself but other that that really cool take on the theme! Only critique: sometimes the text was hard to read because it was on a dark background (mainly at the therapists desk) That may be because of the fullscreen res though.
This game is really good! I like how you stick to walls even after letting go of the button and I think I noticed some coyote time which is always a plus. It would be nice to have WASD and Joystick controls as an option so everyone could play how they are used to it. The one category I can't give you a lot of points in is innovation since (at least where I'm at) everything feels very much like Celeste; the movement, the story, the camera, even the spikes and background. Of course it's still very well made but imo a bit too close to the inspiration. Maybe you already implemented some totally new mechanics in a later level, please let me know then, and if you did it might be nice to focus your game more on it so it doesn't feel to generic. Good job though!
(I really dont know why Itch says our games are related btw)
It's fun and the concept is well thought out although it got pretty hard (I only played alone). Some sort of floor and background could make this game feel a lot more alive and an ingame tutorial, maybe introducing the players one at a time would make it more engaging. SFX and particles are always making a game feel better, but it's understandable you didn't have time for that in 3 days.
Well done!
I like the idea and the game is pretty fun, but there are some important things missing: Most obvious of all: some way to select the upgrade you want (through a menu or even better by clicking on certain areas / buildings on the planet that visually change on upgrading). There were two displays for coins but only one updated, maybe put it more central directly on top of the earth. I would change the coins to friendly spaceships (color coded so you don't shoot the wrong ones) to emphasize how you get stronger with more soldiers/spaceships. Also some sort of mini game for collecting them would be great since there's no way to miss them atm. I like the explosion sound and the heart UI, the controls feels ok and taking away the control over when to shoot is a great way of making this game stand out. Good job for your first Jam game!
I like the music in this game and the shadow effects really create a nice atmosphere. As other comments pointed out does the music stop or is missing in some of the levels but you already addressed that. I didn't like how, after I collected Sunny, the shadows totally disappeared making the level feel boring and gray. There are also some parts where you can't see walls and you don't really get that feeling of movement. A floor texture would have helped, but I see how that doesn't really fit into the games style so you should try to give the player some other point of reference at all time. Some sound effects would have been nice, but I added mine only last minute as well so I can't really blame you for that. Other than that I really liked the animation and explanations in between levels.
This is pretty cool, I really like the concept, the visuals and particles!
Some minor things: It wasn't that clear that you had to shoot the enemies into the corners, figured it out on the second try though and the camera probably didn't have to move with the player on a map this small.
Other than that you obviously could have added some more different enemies and power-ups and maybe some temporary obstacles for more varied gameplay, but can't really expect that from a jam game! Good job!
(Also, I really like your game page, gotta take some inspiration from that)
Thank you for the review! I'm glad you liked the game!
I'm still thinking of a way to show the size of the tiles without adding some obnoxious UI. Maybe I can tweak the levels, that you always have some other sized tiles for reference nearby. If you have any other idea let me now. Apart from that, the jump height should be pretty obvious from the color of the hex ( red +1, orange +2, yellow +3).
This is really cool! Scenery, music and animations work really great together, only some minor critiques: Not seeing where the lasers will hit is pretty annoying, but can be easily solved by adding some dark spot there. Also the escape menu didn't work for me; I couldn't select anything (with mouse / arrows or tab/enter). Climbing was kind of poorly introduced since you had to jump, then let go off space and press W to reach the ladder. Maybe put the ladder on a step a bit further back. Other than that I really liked this game!
Thanks for playing!
I just recorded a Walkthrough in case you want to try again. I believe the level you mean is LVL4.
TY! I had them automatically reselect at some point during the week, but I actually thought that was more annoying bc selecting the hex next to the one you just moved made it jump on top. That was before I implemented the undo button though, so you also had to restart the level then which probably made it more frustrating. Maybe I'll add an option for that post-jam.