Just found this game - really nice stuff! As others have said, it's super challenging - but I really like how the hex mechanic forces you to think several steps ahead. Is the enemy character running with the same rules? I couldn't tell for sure - but if they are, it makes for a cool means of predicting what they might go for next. One thing I did notice - at one point the enemy's healthbar was yellow, so I used a 100% heavy attack. I expected to do 8 damage but it only did 4... not sure if this was a bug or if I misinterpretted how this is supposed to work? Regardless, I think you're got something really cool here - so even though rating's over I wanted to let you know!
RoboPenguin
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Great little puzzle game - oddly relaxing! Love the menu system and the gradual introduction of different pipe mechanics. I agree with one of the other commenters below that an undo button would've been nice - but it's totally understandable that you don't have one given the time contraints of the jam. Nice work!
This is fantastic! Super original, clean aesthetic and I love the feature and encouragement to share any wacky drawings at the end. Seriously nice work! The only thing I can think to suggest is that you it might be worth puting the distance counter on (or closer to) the paintbrush circle - I often found myself looking at the count rather than the brush itself- though I guess that might ruin the aesthetic and might also make for some less wacky drawings (which is half the fun). Honestly a super minor suggestion though - seriously nice work!
PS. Here's my whale. Looks a bit like he has ears!
Really great stuff - found it pretty tricky to pay attention to both at once though! I kept wanting to press down to speed up the tetris blocks when I had them lined up, only to remember it would speed up the ball too haha. I liked how you had to do well in Arkanoid to avoid getting punished in tetris though. Nice work!
Cool little game with really great game feel (love a bit of screenshake!), though perhaps a little unforgiving! I also didn't find many circumstances where you'd actually need to break the connection with the arm... though I only got to the second level, so apologies if that's something that's better explored later on! Super polished work though - great stuff!
Extremely cute game - love the premise of a cat trying to make amends! My only complaint is that the failure penalty for dropping too far with the bird felt a little unfair and kept happening when I didn't expect it to! You could maybe even remove this penalty entirely; I feel like the weight mechanic and the requirement to keep the bird hidden from the humans were already enough. Great stuff though - especially for such a short space of time!
Great stuff - super polished and a really original interpretation of the theme - I liked how you had to remain mindful of the ball while simultaneously trying to do everything else. I did sometimes find it quite difficult to get the ball back under control after dropping it... so maybe a way to easily restart (e.g. by pressing the R key) would be useful (though I guess refresh is always an option!)!
Thanks for playing and for the kind feedback! Hahah yeah - that strategy is bizarrely effective and honestly a little unintended!! Just being stuck with the back legs should probably have caused the lizard to fall backwards away from the wall - requiring the player to alternate feet diagonally instead (and thus move in a more natural way) - but I'm glad you had fun with our funky physics!! Maybe we'll come back to it and add more someday - we did have a bunch of other ideas that had to be cut (like a grappling hook tongue!).
Thanks so much for playing - glad you had fun! The aim is to climb to the top of the well - as you get higher the screen gets brigher to suggest you're getting close to sunlight! Unfortunately we didn't really do anything to celebrate the ending, so once you /do/ reach the top the game just starts again haha
Neat little game - the attack pellets are especially satisfying! I'm not sure what it is - some combination of the size and speed of the projectile or something haha. I didn't realise until I'd died a few times that the clouds blocks were actually holes - so it could maybe do with some more clarity in that regard, but that's honestly a minor complaint. Congrats on completing your first jam!
Great stuff! Love the visuals and I really like the idea of the player's movement being determined by enemy behaviour (which I guess can in turn be loosely influenced by the player through choosing to spare/defeat enemies). Like some of the other commenters, I think this could stand to be better communicated by the game itself, though I appreciate that this is hard to do!
Fantastic game feel - the sfx and screenshake when as the hexagon islands connect is extremely satisying, and I like how this can be used as a means of attack too! As the others have said, some kind of health system would be great - it can feel bad to just be getting into the swing of things only to be slain by a sudden enemy! That's a small complaint though - seriously nice work!