I'm sorry to hear that! I might have to make the fov higher - it would fit the game I think, and afaik it can help with motion sickness.
I agree that it definetly needs a menu and other stuff, I just didn't manage to do that in the time given :D
Thanks for taking the time to play my game!
RalphRostig
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That's strange ... Are you sure you collected it (/that it was equipped)? You have limited Skill Slots, with the maximum displayed in the techbay. If I understand it correctly, you have collected the jump skill first. That would mean that you either would have to un-equip jump at the techbay, or have to find another skill slot pickup to be able to have sprint and jump at the same time. But you should also be able to get to an skill slot upgrade with a non-sprinting jump. Worked for me in testing, at least.
I could see this being iterated on, because the basic visual design is kinda nice (even though it needs more variety), and I liked the sound, but as mentioned by octogoon, it needs some balancing.
Other than that I can clearly see what you were going for, but (I assume) couldn't reach in the short time. Anyway, you made a functioning game, with sound, multiple levels and a menu in just a week - that's quite the achievement!
Gameplay/Concept is very fitting for the jam, visuals are on Point, even though I'd say make it more neon-esque. Even though there are the cyberpunkish neon lights, it felt a bit "flat" to me ... dunno how to describe it well, and maybe its only me ...
Two small things I found a bit irritating: Part of the music cut of randomly for me. And second thing is attacking being controlled by mouseclick, but the attack direction dictated by your wasd movement, that felt off for me, even though it works pretty good if you get used to it.
Solid foundation, especially regarding you made it in two days, even though that's on you.
Works well, but I found it kinda irritating to have my position reset when reaching the next level.
Sound design is pretty good, too. But tbh aside from seemingly set in space, I don't really see the fit for the theme (?)
I played this way too long xD
The control feels a bit floaty at times, but then again it fits a squirrel ... sooo ....
Are the squishers random or did you set patterns for them? Either way, from nut 35 or smth like that it broke(?) only one over and over again, same position and blocking two others that should have been there.
Other than that, I had fun. Way too much fun. Let's see who beats my highscore xD
Easy to understand, fit's the jam's theme, is a clever puzzler with interesting requirements apart from just placing down the pieces, and the artstyle is on point! I only have a small bit of critique, that being that sometimes it is a little bit hard to pick up things again, and with some pieces I could'nt instantly read how big they were.
Besides that, great entry!
Alltogether a very nice game. Everthing feels very coherent. Only exception is a) the background animation sometimes hindering the visibility of the level - But this is not really a point, since it's completely optional. And b) that I have no idea to get past Level 7 ... But that's on me, I guess
Also, there should be some kind of indication in which order you have to collect the keys
The concept of the game isn't something revolutionary or new, but very fitting for the theme of the jam. Also it is more or less well executed. Except for the red dot being dragged behind, and not being snapped to the cursor, everything works fine. One (even though it's a very minor one) little hickup, is that the red outline gets broken by some of the obstacles, so you can already kinda see where something is roughly. You chose a pretty fitting font, given the simplistic nature of the game, which is nice. Also I liked the music, being very soothing and calming, contrastig the more or less enraging gameplay.
I'd say, snap the collider to the mouse, and make the light a bit bigger, so it get's in the realm of the possible to dodge moving obstacles, and then implement those for more levels and more variation in the game overall.
The idea is really cool, and this caught me offguard with your execution of it. Especially since The audio recording in the background is really cool. I can see how you should download as many games as possible. But on the one hand it only boils down to pressing 1, 2 or three, whichever has the smallest number of mb, and on the other hand, the avoiding mechanic, to not die, didn't work for me, so I don't know if maybe there was more to this game.
I can easily see the connection to the theme of the jam, that's a plus!
I like the basic concept, the artstyle and the music. But sadly, on the second level already, I can't pickup the cheese. Also you might want to add some more frames to the animation of the paw.
But I could see myselft playing more of this.
Hey, seems like someone tries to steal your game, and use it for gamejams, too.
https://davidukuuu.itch.io/
First off, I like the idea of the game, and I think if you iterate on the art, making it more dark and gritty, it could be a cool, claustrophobic experience. The controls, or rather the collision, and especially the orientation of the playermodel was rather strange/buggy. Often I was crawling left or right, but the model was orientated as if I was going down.
Even though I just admired the claustophobic experience, I still think the view should be zoomed out a little bit more, giving you a bit of space for at least an oxygen meter. Felt rather dull to die all of a sudden, having no info on my oxygen beforehands. And maybe a minimap, revealing the paths you have already explored. The animation was simple, but fitting for the artstyle, so no negativity on that. I think the sound was pretty good.
I have to add, since the menu was cut off for me, I might have had problems with resolution/aspect ratio.
Overall a good entry to the jam
I'm sorry to hear that! :/
Do you mean the very first ice-styled level, or the one called "can you pick me up"?
If it's the first, I'm sure you can do it (or is the platforming too hard due to the slippery controls? Seems I have messed that up a bit). If it's the latter one, and you struggle finding the way - the crucial hint is the name of the level ;)
Feel free to message me if you're stuck somewhere 😊
Wow, thank you very much 😲😍
Those "special" levels were the base idea, to tackle the theme in a kind of fourth-wall break way, I'm so happy that you liked it that much :)
Also, now that you mentioned it, my brain tickles a bit ... Yeah ... I just might have left something in there accidentally after testing ... Will fix ASAP
Regarding the Level 2 - "Can you pick me up?" - you have to think a bit outside the box here on how to get Bob to the goal. I hope you will try again, so you can get to the secret ending too.
I agree on the slipperyness of Bob, but it was meant to be part of the challenge since it is a bit restricted by the single-screen-layout.
Seeing you're not the only one giving me feedback on the controls I will definitely work on that in future projects :)
Thanks for your feedback
Overall a nice experience, really amazing what you did in just two days! Getting softlocked by/with the hammer is definitely a big problem. But, for my understanding it's the opposite of the theme, since there is nothing on the planet in the beginning, and you sometimes(/often) need exactly something that is not already there ...
With the teleport powerup you can skip whole levels, and the double jump is more or less useless, needs work with those both and the leveldesign. Was vibing to the music, but missed some sfx.
Overall nice, but at the same time very broken gameplay-wise - let's see a release with some balancing :)
Also I didn't get how it fits the theme(?).