Thanks! I'm glad you enjoyed!
Jasper
Creator of
Recent community posts
Fun game! But I gave up!
And I feel that this game is so *close* to being a good rage game, it just lacks on BIG thing: Information
While it does feel like it was probably my fault whenever I died, 95% my inputs caused the death (and the remaining 5% is fine since it's a gamejam game), but then 75% of that 95% is deaths due to lack of information on my part, I DONT KNOW WHERE THE CRABS ARE
AND I GET LAUNCHED INTO THEM
Now while that is frustrating, I didn't do anything wrong to deserve that death, and I can't do anything differently to prevent the death, it feels like rng
Honestly in the first run it *felt* like you did do a lot of work to make sure the cycles line up properly with the players path to bandage this issue, but it's still there
Honestly something as simple as a LOOK UP feature would make this game amazing, at least it would've kept me playing until I felt I couldn't beat it cuz of skill (not due to lack of *patience*, which is what I feel is the main reason now)
But all in all, good work! The level flows well, and the jump pads are fun in their excessive added force, just this lack of information given to the player makes it hard to play long enough to beat
I'm curious to see what you're next projects will look like :D (and I do tell me if this game jam has been fun and/or given you some stuff to good reflection points for your intake!)
I really like the idea, but the tutorial can use a lot more work
I spent 15 minutes just trying to figure out what buttons I need to press where
Tell me that the Trash container is a trash container before I spent 3 runs trying to make medince through that
I also assumed that the medicine I need to make would be on the printed paper, so I spend a couple of runs confused by that
And it didn't help that once I did get a run going where I knew what to do, I only 40 seconds to do it
So I quit
Work on the onboarding, you won't be standing next to the player when they're playing the game
It's a shame because what's there looks like it's very interesting, I love the idea of mixing shapes, too bad I couldn't play that part of the game
Sound design went so hard here, and the cinematic flair to top it all off
sadly the controls don't feel that good, when dashing I honestly couldn't tell you where the character will end up, so then to ask me to aim that system into enemies is a lot, so I ended up just pressing it then figuring out where my character was and then trying to aim it at the general direction of enemies with no certainty it would anybody
Still liked it!
Very cool idea but I don't know enough about minesweeper to play it, because it seems like minesweeper is an exact puzzle to be *solved* and moving about the invisible pieces about which no information has been revealed doesn't seem like it'd do anything?
Still love every part of the game (art looks really cool, and the ai feels a bit like a human), I might just lack to much experience the puzzle here (I understand the rules of minesweeper but never played a lot)
Really like the concept, but the character going left glitch stopped me from trying enough to get past the harder segments
On thing, maybe make it clearer how long slomo lasts? when the screen size changes the world slows down for a bit, but then it's very hard to keep up with mario when time speeds up again (and you aren't prepared for it when it happens) or if there is some system to make that clear maybe make it clearer? and also some ways to manipulate the camera speed for the faster segments would be appreciated
Still very good job, and I'm kinda sad that the glitch stopped me from playing it further
Fun concept for a puzzler, but having to stand still for a second before transforming really ruins it for me, since press "d" a second to long? failed start again, stand to close to the guy? failed try again, and then when you do know that this run is dead you can only wait until the guy slowly walks into spikes since there's no reset key
The puzzles aren't bad and the concept is neat, it's just that this single nitpick does a lot to slow the game down
Regardless, you've still done a very good job, the transformation animation is amazing, the music adds so much without getting in the way and the puzzles are easy to read and figure out what you need to do
and as a final level design nit pick, maybe add mushrooms in the overworld before the player can add a mushroom on top of their head? that intro was a bit unclear, it would've taken a while to figure out if I didn't have experience with other games with bouncy mushrooms