Thanks for sharing your experience with the game! Glad you liked the concept :) I'll definitely consider implementing your suggestions in future updates!
ShadowLT
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Really fun game! The visuals are stunning, and the mechanics and overall theme of the game are also really nice. The music is pretty catchy, too. There are a few small bugs, but they don't affect the quality of the gameplay too much. The controls are also pretty intuitive once you figure them out. An amazing entry overall!🌽🐦
Really cool concept! The game makes you carefully think about your decisions - if you don't like the current character, you can give them a weaker card so that you're able to defeat them next turn. The visuals and story are also nice. The fights need some balancing, but it's an amazing entry overall!
Amazing game! Really well polished for a 48 hour jam. The levels are challenging and well-designed. The double jump and wall ricochet mechanics are easy to miss, but a quick tutorial would fix that. Anyways, I had a lot of fun playing! Definitely one of the best entries I've seen in this jam so far.
Cool idea! I got a high score of 4680 satisfaction (Event boss rating). The mechanic of buffing/nerfing combat abilities in between fights makes the game more dynamic and has a lot of potential for a future release. If you plan to explore this concept further, I suggest to sometimes allow choosing an ability modifier where a buff isn't necessarily tied to a debuff (or vice versa) - that way you'd have more control of your strength.
The concept is pretty creative, and the game is really fun to play. The best strategy I've found so far is staying in the middle (works well against double frogs), not jumping and changing the traffic lane to left or right only when absolutely necessary. I managed to get about 120 points with this strategy. Anyways, good job on making this in 48 hours :)
Cool idea! I got a highscore of 5500 points. If you plan to update the game after the jam ends, I suggest adding a combo feature (i. e. you get more points if you hit multiple birds with one button press) and more powerups. Also, as others have already mentioned, there's a bug where the right arrow key doesn't work on your second round. Anyways, good job!
Thanks for sharing your experience with the game again :)
The pink slider controls the strength of the gravity affecting the player. The green slider controls the player's speed, but it's probably impossible to reach it in the current build the "intended way" due to a misplaced tile (it might be possible with the pink orb, but I personally haven't found a way yet).
The game is beatable (although the exit sprite doesn't render due to another bug). The orbs help you reach the exit, and unlocking the green slider is optional.
Again, thanks for taking your time and providing useful feedback! ^^
On the first section of the game, I thought to myself: "Oh hey, cool, this could be the next WarioWare or A little to the left-inspired slice of life game! I wonder, why did the description say it's so short? Oh.. That's why..."
Yeah, the second section of the game has a completely different tone. The simplicity and contrast between the first and second sections really enhance both the story and gameplay. And yes, the game should definitely keep its original style and length - don't listen to my thoughts in the first paragraph :)
An amazing entry overall :)
Really enjoyed the concept! The puzzles are fun to figure out, and the powerups open new pathways you couldn't reach before. The overall theme of rock-paper-scissors and creative level names (previous game jam themes!) also add to the fun. If you do a post-jam release, one suggestion I have is to nerf the up/down movement powerup - after getting it, the game can sometimes feel like a top-down platformer with inverted controls. Good job on making so many levels within 48 hours!!
Thanks for the feedback! I should have probably clarified it better, but the signs are not really "solid" - they just stop the player's movement, but you can move them around like any other tile, and they can pass through solid objects. Also, every tile's movement is constrained to a circle, so that might explain the glitchy interactions. I hope that helps if you return to fully play this game! Good luck on your quest to complete all "Metroidvania"-tagged games in the jam :)