Intro was real funny. Very nice artwork all thruout! and the gameplay is pretty fun. Really enjoyed the twist on tetris. Trying to both platform and dodge demons is tough enough and then adding trying to drop a long bar across a gap without falling in it, it's a whole new challenge. Very fun!
Max!
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Movement controls were nice and after some initial confusion of which circles I was okay to touch, the game went smoothly. A fun simple and quick play, but I can see it getting tedious after a while. Luckily, the length of the game feels just long enough to not get too repetitive before you are able to defeat the eyeball (or lose v close to the end to a ridiculous number of baseballs)
Nice job!
Loved the pixel art, animation, and color choice. Awesome job with the tutorial as well! Music slaps too
Got myself to 575 distance before there was a bug that killed my run ( I assume I was supposed to die from using the wrong piece, but instead the robot endlessly animated walking without moving the screen and was stuck on the platform that makes it crouch.) -- Never showed me the end scene that run.
The only things I'd want as an improvement is to map placing the tiles to 4 different buttons (ASDF or 1234, etc) since later in runs when it gets REALLY fast, placing the far left and the far right piece back to back gets tough. Though I guess that might be part of the difficulty toward the end since either work for that programmed interval.
And maybe making it so that the tutorial only runs the very first time you open up the game. I'm thankful you put in a skip button, but being hit with the tutorial every time I started a new run was the slightest bit bothersome. (really not a big deal).
But aside from those quality of life nitpicks, This game is super solid, very polished, and a ton of fun to play!
Thank you for your compliments. I would have to agree that there is definitely an artistic disconnect between the tiles and the hand drawn characters. Our original idea for the look was to make the playfield look like a boardgame on a table, but due to time constraints, and a lack of technical skill, we didn't complete that look. (you can kind of see our attempt at it with the white background around each character looking like cardboard cutout pieces in typical board games.
The dice roll mechanic is supposed to work like this (we didn't make it terrifically clear): if, for example, you roll a 5 for attack, you have the ability to deal up to 5 hp of damage to whoever you attack. The card sorting then determines how many of those potential 5 hp you can actually deal based on your sorting accuracy. Even when knowing that though, your point still stands, so thank you for the feedback! :)
We're glad you enjoyed playing, and we appreciate that you did!
Thank you!
We tried to add the card sorting mechanic to spice up the strategy aspect, so there's still some other type of skill involved. The way that dice rolls impact attack and defense could definitely be telegraphed better, but the idea is whatever number you put in your attack / defense is how many hp you can potentially deal in damage or defend from being damaged. The # of cards sorted then determines how many hp you successfully attack for or defend against out of that number you rolled. Even still, the dice rolls could potentially do little to impact gameplay so I see where you're coming from.
We appreciate the feedback!
Thank you for the praise, it's much appreciated! :)
For the gameplay, I think the issue is that you're supposed to drag the dice after you roll them into the 3 slots in the bottom right corner. Once all three dice are locked into the movement, attack, and defense slots you then play out your turn. It's possible we have a bug that made the dice unable to be dropped into the slots though. Thank you for the feedback!
The art was awesome, and the music was real nice :)
I loved the platforming sections, and the game seems extremely polished!!
I ran into one issue where when I went back to my house and fixed it all up with all of the items, the game just stopped. I'm not sure if there was supposed to be any more after that, but it was a very abrupt end.
Otherwise, I loved the game and it was a joy to play! Great job!
Dude I was immediately obsessed! This was a ton of fun in it's simplicity and high-score chasing from a simple mechanic. One thing I might suggest is to add a slightly different note chip sound to each arrow instead of the same one everytime the guy says an arrow- might help out with colorblind audiences, since when it got fast, I was relying solely on my color memory. Otherwise, loved it!
This is my best score so far
I thought it was genuinely hilarious when I had to pick up the doctor.
a fun concept and reminds me of games like overcooked where you're running around frantically. A few gameplay changes might make this more exciting, like when you walk into a wall you aren't halted completely and you can slide, because the stickiness was a bit jarring. And then randomizing the requests so you're running around more. But I enjoyed playing :)
(also the art was very nice, especially the cover artwork)
Short n sweet fun! I was really digging the music, but It was a bother that it kept starting at the beginning each time a new level started-- If you had it just keep playing throughout the whole game It'd sound a lot better. I ended up listening to it in the main menu for a while thought because of how much I liked it :)
This was a pretty fun platformer. But it kind of felt like a normal platformer just flipped upside down. I think if you were to run with this "gravity out of place" idea, you could have explored some more game mechanics that played with the theme to make the game more than just a platformer upside down
Absolutely loved the visuals! The shaders (I assume you used shaders) and postprocessing effects you used to achieve the digital look and the like warped faded look (when you shift to a ghost) were excellent! and the sprites + pixel art was minimalistic and very effective!
I agree with what's been said about wanting more use out of the ghost mode because its a wonderful effect and a really interesting addition to the platforming gameplay- it would be really cool to see it explored more!
Otherwise, I didn't really run into any bugs besides the frustrating hitbox of spikes on the top edge of walls. This game is very well polished and finished and it's definitely something to be very proud of especially for a short gamejam entry!
The gravity mechanic was well implemented and a lot of fun to play around with, though if you were to change it, I'd remap the switch to one button so no matter when you hit it, it would just flip your gravity from the current state. The platforming was challenging but very rewarding when I finished the two levels. I was really excited to see the boss fight but either the button isn't working, or you didn't have time to add it in- but either way, great entry!