Thank you for making this game for me!
Sadtwig
Creator of
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Liked the concept where you would have to ration the refill pickups and leave some for backtracking because of the 1000 hard limit. Didn't play all the levels, but could have been used in interesting ways by "walling off" 1 gap corridors for later use.
Could also feature different kinds of refill pickups, that only work while being above/below a threshhold for example.
That was fun.
Stuff gets out of hand quickly. Could get even more chaotic if the controls for different seesaws wouldnt be next to each other. (Don't know if that happens on later levels)
I think some powerups could add a bit more fun in a post 'out of control' jam world.
First things that came to my head:
Seesaw Freezer: Freeze a seesaw in place.
Puff Converter: Change all puffs of the same type that are touching, to another type.
Breakout: Spawns a breakout bar at the bottom bouncing falling puffs back up.
Let it Snow: For the next few seconds a Puff held in your hands, will multiply rapidly.
Thanks for playing. I thought about a pause feature, but ran out of time to ship it. Not sure if I would go with just infinite pausing, a pause consumable or specific pause tiles, that stop your movement. Those tiles should probably not consume a command if you keep moving in the same direction though. What do you think?
Switching the movement to be grid based might also be a good change.
I'll probably make a QoL patch when the jam ends.
Thanks again for your feedback.
Fun concept. Enjoyed playing it. I was a little sad, that you could brute force most levels by tanking damage and sprinting through everything though.
From your thumbnail I expected the player character to be a bullet, which would also make sense gameplay wise. Maybe a rocket even, so the thrusters would take the place of the abstract "reflect block".
Not sure if I missed something, but the stamina meter mechanic seemed to have room for improval. I barely tried to manage it, since there was no active way to regain it quicker and I could keep sprinting when it was drained.
Well done.
Enjoyed playing this game. One gripe I had, was the the camera would lag behind the "destroyer" when going fast, instead of staying centered on it. Since the camera position influences where the mouse has to be in order to aim the thrusters correctly this had an even bigger impact than just "I can't see where I am going".
My submission for the jam, used similiar mechanics and I was worried about making the game fast and the levels big so I sticked to a one screen survival bullet hell kinda deal. In turn my game feels quite sluggish. It was fun to see a well done, big and fast version of this mechanic, after I disregarded those traits during conception phase.
Good job.
I enjoyed playing this one. The tutorial was quite nifty. Only minor gripe for me was the lack of variety.
Some ideas for this mechanic if you should get back to this game after the jam:
- Could introduce different boxes. Maybe Ground Tiles that spawn a different box when the box is summoned upon them. (Different, speed, height, gravity-strength and gravity-direction, boxes that can jump, boxes that can double jump, boxes that stick to walls, ...)
- No Summon Zones: Prevents you from summoning your box, but does not stop boxes you bring along.
- Could add some freefall sections where you have to avoid obstacles. Then mix it up by requiring to bring a box (or a special box for more speed, etc) to the ground that is on fire + No Summon Zone.
- No Box Zones: Deleting all boxes (prevents bringing special boxes further), if placed mid air, can spice up jump sections.