ayy that's super cute ^-^
spatialfree
Creator of
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Jaw dropping intro! It reminded of the Humungous Entertainment games I played as a kid.
I try not to nitpick mechanics too much for jams, but the levels were very tightly designed to push them to their breaking points:
- Coyote time and squish time on the slam to more reliably catch the momentum
- Indication of how many jumps you can do (finding that you didn't have your double jump at the peak of your leap is heartbreaking)
- I loved the bug of slamming onto an edge and the monkey freezing with a perfect expression tho ^-^
Meant for the last Ludum Dare, but some unexpected family trauma and a move to a new house prevented that from happening. But, with some motivation from NORRIMO I was able to persevere and get it released to you ^-^
Quick Summary: Optimize your delivery routes for the betterment of mankind.
https://aviland.itch.io/parcel-toss
Non automated/QTE webslinging made in just 3 days @me Sony :p
https://aviland.itch.io/mesothelae
(Keyboard + Mouse + Windows)
I see what you mean, while I did work with a limited color palette the lighting sort of blurred that fact. In my defense the rules seemed targeted towards a 2D sprite based game, so It was sort of up to interpretation for 3D mesh based games.
A toon shader wouldn't change much in terms of "colors" considering the meshes have smooth faces. So a gradient sort of lighting effect would still occur. Also in case anyone was wondering, I managed to make all the art assets for the game in less than an hour (Google Blocks is amazing :p ).