Thank you for your feedback. I do agree that difficulty tweaks could have improved the game, and definitely would've tackled it if given the chance. Thanks for checking our game out!
Robbie Wagner
Creator of
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Wow! This game was so well executed. Despite it's simplicity, I couldn't help but try to get both endings.
Like your review, I'll also share some positives and negatives.
The Good:
- The art style. It felt like a story coming to life
- The theme. Sticking close to the limitation while also telling a story about declining mental health was great.
- The Core gameplay: Despite the simplicity, there is just enough to explore and look at that I could keep playing. Maybe it would be more monotonous in a longer title, but for a short game jam game it was perfect!
The Bad:
- Noticed a bug where interacting with a trash pickup and the fridge at the same time got me stuck in the fridge dialogue with no way out, had to refresh the page and start over.
- Sprites in the room with the mushroom were not layering properly (minor but worth mentioning.)
Great job on this entry, and of course, for the existential crisis :D /j.
Thank you for taking the time to check out my game. I ran out of time on some of the Quality of life upgrades, and the music was also an afterthought. Just FYI the pause menu should be navigable the same way that the others are (wasd/arrows) but that could've been clearer. I'll have to look at the dandelion upgrade and see what's wrong there.
Thanks for taking the time to play. Glad you found some parts of it entertaining at least!
Nice work on this! I really liked the concept of completing the same level with variations like these. One note I'd have is that the invisible walls are a little frustrating. Perhaps if the player had a bit of a hint as to where they are, that would make the game a lot more engaging! I really liked the artstyle!
Good job on this entry!
Nice work! I really like the art style using 2D sprites in a 3D setting. It made it a lot easier to focus on the important elements of the gameplay. I also liked the concept as a whole, and with tutorial levels, I was able to test out each ability in a sort of sandbox environment.
One quick note I would have is simply on the learning curve. I saw some great ideas on separating mechanics out to not overwhelm the player, but I also felt a bit off having to click a keyboard bindings button to figure out the mechanics using a keyboard instead of it just being displayed from the git go. I would recommend different screens with a relevant controls at least before you can begin each level, that way the user doesn't potentially miss learning the controls. A better way to implement this is to have tutorial text displayed to teach the user, but that is a bit more code intensive I know
All in all this is a great game with a cool concept. Excited to see what else you end up working on!
thanks for the feedback. When it came to the key, I did add a small glow to it so that the player could find it more easily, but I guess it should've been a little brighter. For the rest of your comments. These were all things I considered tweaking, but in the spirit of game jams, I unfortunately didn't have a chance to polish things. If I had more time to work on it I definitely would've focused more on the navigation.
Thanks for playing, glad to hear the feedback!
This is a solid entry! I really liked the sound design and the concept of teleporting around the field to avoid enemies instead of harming them. One comment I will make is that I didn't feel enough of a challenge with having an easy way to heal myself, but I still found the gameplay loop quite addicting. I would add a timer to tell the player how long they've been on a level. A good way to encourage speedrunners!
Wow! 10s across the board. I love the art style, the concept, everything was amazing! Great job!
Comments/Feedback: There was one bug I dealt with where I couldn't enter the elevator, but then I teleported into it when facing the boss. Nothing else that was bad, bug-wise. The other comment I will make is that I would've liked it if hitting an enemy successfully gave some sort of indication to the player. At first, I didn't know if they were blocking my attacks or just not taking damage because there was no feedback telling me anything until they were "eliminated".
Still though, great job. I can tell some amazing talent was put into this!
What a great game! There was one specific part where I thought "I wish it was more than just me catching these tiny mice" and then immediately one of the big rats came out. I love the graphics quality of this as well (in my game, rotated pixel art did not have its own sprite, but yours is so clean!). My one gripe about the game is that there isn't an exact "game over" scenario (at least not from how much I played), but that's just a small critique. Great entry!