I quite like it. I think it's got something good at its core and it just needs some polish to make it shine. I like that there's a risk/reward element of speeding up the crystals to go faster but then you have a greater chance of getting hit. Absolute requirement though would be adding a counter so you can see how many you need to dodge left as I swear I dodged over fifty but nothing happened so I'm guessing I keep getting hit by one every now and then and it's increasing the counter. Some music and sound effects would be cool too. I think it's a good start of a game!
ryanjpf
Creator of
Recent community posts
Music, sfx and art are great and it's polished quite nicely. I kept getting further and further but the lack of checkpoints eventually was too much for me as I kept getting killed by a rogue spike. It's a nice game though and was pretty fun to use the ground stomping to help speed run as you can get your jumps back sooner. I think it would be cool to see more uses from it like maybe blocks you have to destroy from above by stomping through or like jump pads that if you stomp on you go higher than normal etc. Well done!
Cool! It's fun to try and zoom in between multiple planets to try and get more points. I could see it working leaning in to that with like a bonus for being in multiple planets at once. Or maybe getting bonus points for near missing collisions etc. Risk/reward gameplay. Overall it's a nice game, good job!
Awesome, I really enjoyed this. It's odd to have a time multiplier from a speed running perspective but I think it works well and provides something to try and optimise (how much you're flying/running) which feels really nice. Well done! It took a few tries but I finally got an A rank with 49 seconds. Having a rank system like that I think worked to make me try again and get better at it which is great.
Music, sfx and art were all great. It's quite a polished game. It would be cool if you could shoot multiple grenades or being able to press z a third time to manually detonate them or some way of chaining explosions etc. Maybe a different enemy type that explodes when they're hit. Some mechanics that would make being able to go faster the more you got the hang of it and I think that would feel really nice.
Art style is great, simple and effective so looks very polished for a jam game. It was hard not being able to see enemy bullets when they're going through the blobs, felt a bit unfair if I got sniped by one when the screen is very full haha. Overall it;s a really nice job and I played it a good few times trying to fill the screen!
Haha all I want in the world is for it to stay clean. It's an interesting mechanic to swipe horizontally to clean. I could see some kind of skill system working with it. Like if you got xp and could level up your ability to clean, or to purchase things that helped auto clean, or different tools to spice it up a bit etc.
Fun and quite a lot of content for a game jam. It's an interesting mechanic that you have to get rid of all your items one way or another. It's an interesting way to solve a common problem of hoarding items in games. I eventually got stuck though on a fight with loading error failed to load img/animations/Hit1.png. Overall though it was pretty good, nice job!
This was lovely, well done! It took me a while to realise that I think the cursor paw's cursor point is in like the top left. Until I realised this I kept having trouble clicking on the stars, so I think the cursor could be improved to be clearer where exactly the cursor point is.
It had loads of levels which was great! I was really hoping there would be a new mechanic introduced though to spice things up. Would be cool to see what you come up with regarding this if you develop the game further.
Nice work!
I love the art and it's a great start to a game!
I see it going a couple of ways. A whack'a'mole type scenario where have 3 horizontal slots for windows or other things to appear. You can slide horizontally to hit the 3 different slots. Then windows appear and you have to smash them before they disappear, otherwise you lose a life. Also sometimes things that aren't a window appear, such as a puppy, and if you smash them then you also lose a life.
OR going down a rhythm based approach as I found it fun to smash in time with the music. Windows come down from the top and you move horizontally to smash them as they come down, smashing them in time with the music.
Nice job!
It was very easy but I think it's better it's too easy than too hard for a jam game so people can experience it all. I felt like I was wanting more by the end of it which is a good sign. It's a little buggy sometimes rotating the mirrors but that can be smoothed out I should think. Overall it's a really nice vertical slice of a game that I could totally see becoming a full project! Nice work!
Music was fantastic, sfx/voice lines when you die are also fantastic. Art is pretty good, I like it. I liked the idea of the gameplay but it was very hard.
I got to level 5 mainly because the music and sfx kept me from being too frustrated haha. The controls could do with being a lot more forgiving like adding coyote time, jumping through flowers from below etc, but it's difficult to have time to add these things during a jam.
I think what could have been done though was much simpler levels that increase in difficulty slower as it was already really hard at level 2 haha.
I think the gameplay can be a bit confusing because I found myself trying to time my landing in time with the beat, rather than time my jumping. If that makes any sense. Like it's more intuitive to time your input to a beat than it is the result of your input.
Overall though it was a fun little platformer that I think has potential!
High score of 522. It got a bit repetitive but that's understandable for a jam game. It might be interesting to add obstacles that only appear after like 50, 150, 250 scores etc so you get some variation as you go up. Also maybe some enemies or obstacles that only appear on certain runs so sometimes you rarely ever see them. Nice job!