Cool take on the theme, the clones turning really keeps you on your toes
Jumping is pretty solid, though I really had to make sure I was falling straight down before using a right click or I'd never make it. Also a thick shadow directly under the player helps a lot with a sense of position in platformers like this, especially on the levels where the background makes it hard to judge scale
Good job!
Sailor Ares
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This is so cool; a little memory, a little box pushing, and some great level design. The switching is so slick gameplay and UI wise, and I like how you combine these simple ideas into these engaging levels. This is already so solid, I think this can go pretty far with a little smoother ux and a lot more puzzles
I didn't get the token bit right away, but once I got rolling this was a lot of fun
If this were to be fleshed out, I think a further camera would help (to see the fans and the attendees more) and maybe different controls for the throwing, the scrolling always felt awkward to me. But I like the little machine you make, especially once you have a ton of fans at your disposal.
Also, tall order I know, but more movement from the fans during the conversion and after would be awesome, them all sitting there (on top of each other usually) is less fun than seeing a whole swarm following you
Lotta potential here, I like it
Had a good time with this, special shout out to the art and music, it's all very engaging (I especially really like the parallax background).
Agreed with some of the comments below, just want to add a couple small things. The movement is a bit slippery, so when trying to hurry and squeeze in a small gap it's likely to overshoot by sliding past it. Hold to shoot is a good accessibility consideration. And I think a moment to pick up the health before the screen moves you to the next fight would be helpful (though its nice the boss fight starts you at full regardless).
This was very cute and fun! The idle walking around and following is impressive, leading the suspects near the items or food to see their reactions is a great mechanic. I definitely don't know all the trivia, but I knew enough to sus out a couple suspects correctly.
The animations are cute, especially kronii at the mirror and Ina on the floor
Also very much appreciate the little UI touches like the click to confirm restart / exit
Love this, the art and sound are all so cute and all the little UI touches make searching for the items and delivering them enjoyable. The sheer number of items is impressive and the experience was very smooth and bug free.
Only medium feedback is eventually adding variety to the 'guest orders thing' loop. Maybe theres two guests, maybe you need to find two or three things, maybe they ask for a category like drink or weapon idk.
Other than that it's just tiny nitpicks. Once and item got stuck on the 'drop here' box, the newspaper music is very loud, the 'drop here' text could have a shape and look a tad bigger.
Great entry, everyone did an awesome job
Really solid mechanics and aesthetic for the timeframe. The running and jumping feel pretty good, main points of improvement come in time saving and such. A larger hitbox on the keys would make them easier to pick up (especially the one or two you have to really jump for), a sound when a key appears so you don't miss it in the debris, and maybe just a little bit of an indicator of where to look (or not look).
Small animation thing for the running, if the arms lead the legs by a bit it'll look more convincing
Big points for the main menu leading right into the game, that's always so fun
Also being able to immediately adjust the volume is very welcome
A lot of fun, the jumping and slowdown feels nice and you already combine the various hazards and stuff into fun and interesting screens. I think locking the mouse to the game would be a good qol (or maybe I just drag way too much), and some coyote time when sliding off the ice would be nice too. I could go either way on power / angle ui also, definitely good arguments for either including or not. Very good time already
This is so fun, I'd love to play more of this. Cute art, good usage of sound and music, pretty sensible UI so far. And this system of stacking buffs and statuses over time can't be easy. WIP stuff aside, I think the combat has a lot of room to speed up, even without a skip button. Clicking ability could spin right away, player and enemy can spin at the same time, idk, but a couple little things like that would add up. Great job
Core of the combat mechanics are all solid, I think mainly the slow movement and short dodge makes it hard to commit to an attack.
I like the different layouts of the stages, the very vertical Library stage was my fav
The light aggro makes it easy to slowly easily kill everything. And pebble is very stronk, no reason to use the sword once you have it haha.
Good stuff!
I've never actually played a game like this so I'm not sure I followed well. For instance, I'm not really sure how the first couple chests build your initial deck. I managed to win a round by always putting all my cards in and pressing attack. That way I got to see all the fun and funny art! Loved reading all the cards, I want to unlock and use them all