<3
rrigamondi
Creator of
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Concept is probably the most interesting thing I've seen in the jam. Very ambitious writing a netcode in so few days! I think the player would really benefit from a little arrow appearing over Daisy when charging the jump, to understand exactly where she'll go (I found the controls to be frustrating at times, since you can't exactly preview the direction and height of the jump). I don't know if it's one of the game breaking bugs you mentioned but I managed to get decent heights by entering edit mode and carrying Daisy on a block, it doesn't lose collision. Graphics are so cute!
Unfortunately couldn't get past the area with the sliding door and all the levers (i crafted the "rock cage" weight thingy and set it on the high lever but couldn't tell if I'm supposed to do anything else)
Love the whistling mechanic and how effortless the crafting is. Can safely say the protagonist will soon have their nautical license revoked
I think it would have been very funny if the bullets were something being unknowingly shot by the potato, maybe using the snot bubbles? Very short but solid action, the speed of the "enemies" gives great pacing. Being only 50 enemies it'd be nice to have a victory screen of sorts, it looks like a bug when they stop coming.
The art is extremely cute
yeah for the feedback we wanted to at least have a sound but couldn't implement it in time sadly, we'll definitely fix that post jam (most requested feature for sure!). For the artstyle you're right in the sense that we were looking at both illustration and pixel, we landed on this hi-res pixel art that reminded us of DS games and especially something like Wario Ware. Being raster stuff we targeted a 1080p resolution so having a higher-res screen may result in some more blurred/discontinuous visuals
Is Sam's sprite rotoscoped? Big Prince of Persia 1989 vibes! Cute writing too, although it took me a bit to understand how to use Enola. Maybe some contrast issues on some platforms: the gray cubes blend into the background and the blue pipes look like platforms, but it just takes a bit to get used to and then it's all good
We also have robot companions, shooting and a pivoting arm if you want to give it a try ;)
*Borat voice* You are alone... NOT
Love the artstyle, also the little quirks like the sticks holding the characters up or the runes in their speech bubbles! It's a bit difficult to pick up as I couldn't understand what to do in the first horizontal phase, I had to look at your comment; I love however the idea of the 2 phases with each boss, the first one kind of raking in health and the second one defending it. The UI might have to be revised esp for the second phase: the > was hidden under the health bar so i couldn't see it at all, also it's a bit too difficult to keep track of both sides of the screen, even though the game isn't particularly punishing when missing a note. Would also love a different song for each boss!