I really enjoyed the aesthetic of this game! It's a nice gameplay concept too, although I did find having to restart the room each time I made a mistake a little cumbersome - especially since the boxes have a bit of momentum and it can be hard to move them precisely. Regardless, a cute and creative entry!
Swinkly
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Okay, the controls may have been incredibly difficult to wrangle... BUT I can completely forgive it because of how much I love everything else about this game. Switch weapons randomly and having the weight affect your movement is an awesome concept, and the overall visual style is an absolute delight. Great work!
It is SUCH a pity that the game isn't working as intended, because I really think it's a winner. Everything about this is amazing - the concept, the visuals, the atmosphere - even little touches like "perform maintenance" being a swift kick to the copier. And as someone who works a soul-draining 9-5, it's nice to be able to look at my job with a little levity. Following so I can play the game in all its glory after the jam concludes!
I can't imagine giving this anything but perfect marks. The style, gameplay and polish are off the charts. I like how how you made the scale of the game a story component!
It's definitely my favorite game from the jam so far - everything feels so intuitive and satisfying.
I did experience a bug where an enemy got stuck and the next wave wasn't spawning, but once I realized what was going on I placed some turrets in front of him so I could keep playing!
Would DEFINITELY buy this if it were a full game.
This is the definition of a hidden gem (so far at least, since ratings just began). Absolutely LOVE the visual style, and even though it took a while for me to pick up on the flow of the game, it's so utterly creative and whimsical. The meowing cat is a nice (and hilarious) touch. I couldn't figure out how to proceed past the victory screen, but other than that, top marks!
I really enjoyed the concept of this game! With that said, I very nearly gave up on it, and probably would have if I didn't happen to look at the map and see how close I had gotten to the end. A combination of incredibly inconsistent collision and difficult controls made this experience very frustrating (if strangely addictive).
My main suggestion would be to always err toward giving the player an advantage when it comes to collision (for example, make their hitbox slightly smaller than the sprite suggests instead of larger, as hitting your head on thin air feels horrible) and increase the weight of the jump or add variable jump height to give more control over the movement.
Even despite these complaints, well done on your submission and the creativity! I appreciated what you were aiming for with the epic finale of objects falling from the sky.
Thanks! Yeah, I agree that a parallax background would have been a nice touch (though I've had more than my share of issues with Godot's parallax background system, lol). Definitely something I could implement if I come back to this project, as well as refining the movement! Appreciate the feedback :)
This is absolutely brilliant. The visual style is incredibly unique, but it's also extremely cohesive with the sound and overall feel of the game. The levels of polish for a game made in such a short time are unreal. Every ability feels satisfying to execute, and I love how distinct the character's moveset is, avoiding common platformer tropes altogether. Tiny touches like the filters on the audio while paused are also appreciated. And there's a New Game + mode?
I've got no words. This is a CLEAR winner in my book.
Thanks so much for playing, and for the detailed feedback! It's really cool to watch a recording of someone playing through so I can see the player's thought process and whether I did certain things well or poorly. And I definitely agree with your notes on the movement - I got used to the momentum and slidey feeling during testing to the point where it felt completely natural, whereas many of the players struggled to get used to it. I'm taking notes for future projects!
Really appreciate you sharing your thoughts. Thanks for playing! :)
Really appreciate the feedback! Yeah, I noticed the rock sound effect got a little repetitive after a while, so if I do further updates to this project I'll probably record more voice lines and randomize them! And I think with a bit more time, I could re-work the movement to feel a lot tighter. Thanks for playing!
Okay, I love everything about this. The visuals, the movement, the mechanics are all on point (even if quite tricky to master!). The game looks extremely polished, and it's a blast to play. The only real criticism I can muster is that there were some sections where I felt that the difficulty incentivized me to tank damage and plow through rather than waiting for cycles or fighting enemies, but given the abundance of checkpoints it wasn't a huge factor. Also, like others, the poison potion set my CPU on fire so I'll be looking forward to the fix! I've played a handful of games from the jam, including some really great ones, but this is the first that has made me think "I'll be mad if this doesn't win." Great work - if this becomes a full game I'll be throwing it on my wishlist immediately!
Thank you for the feedback! I've actually been obsessively iterating on the movement and trying to get it in a better place before judging begins, haha. I think I got used to the slidey, momentum-based movement while I was testing and didn't realize how off-putting it might be for new players. But of course, with the level design already finished, it's hard to make universal tweaks that work perfectly for all sections.
I'm glad you like the art and music, even if the elements may not be completely fitting for one another.
Thanks so much for playing! :)
Okay, this was great! Loved the overall atmosphere, and especially the sense of exploration. The controls could be a little tricky to wrangle at times - for example, jumping off walls when not intended - but I still found the game really fun and challenging regardless, and enjoyed getting a feel for the movement. The level design was great! Could definitely see this being a solid foundation for a larger-scale game!