Thanks alot! We couldn't devote a TON of time to the game unfortunately, and the music is actually made up of something over 11 tracks that were meant to be reactive to play. Just ran out of time so it was all mushed together, but thankfully its still high quality!
The 'thinking' mechanic on dialog hover over was an idea we had early on, and very likely something we'll carry over to other games as we think its neat and solves some neat problems overall.
Thanks for the comment!
tearcellgames
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2020 was a weird year for us all, but it got me focused on what was important and what I really enjoyed doing. Thanks #GodotEngine you made our #gamedev journey possible.
This was just really well done, jam game or not. A good basis for something that could be alot of fun if you expand it out which you definitely should.
I also got stuck in the pit on level 2 and couldn't figure out a way out, but other than that really liked it. Reminded me alot of Metroid 2 the return of samus.
Lots of charm, but I had alot of issues controlling the snake unfortunately. My mouse didn't lock in the screen, so turning was hard, and sometimes the snake would skid off super fast like it was on ice. Still alot of character and you even had time to let me customize the snake a bit which was a great touch.
First go Godot user!
Now... Wow. You always hope when you're competing in a Jam that you can really make a complete package, but usually you can see where things got cut, or the whole thing becomes something of a proof of concept. But this really did feel like a complete package.
I think I died on melody 6 about five or six times before I finished it, but it really felt like a proper 'boss' fight song, and is stuck in my head now. Lots of fun, and super impressive it was done in 72 hours. Really glad I played it.
Huh this one was pretty fun! I really like the mechanics and could easily see you building on them for deeper more engaging play.
A little more feedback on opening the doors would be nice, audio or screen shake perhaps, I sort of accidently realized that was how you progress. It was pretty tough too, I think both the enemies and you could stand to be a bit slower.
But I really liked this! Great music, atmosphere, mechanics, and adherence to the theme. Bravo!
A few things. This has a ton of potential and is pretty fun when you get the hang of it. Style, sound, and feel is pretty good. I played with an xbox controller and would occasionally end up not facing the way I expected after I stopped to turn and fire red. Took me awhile to figure out how to refill mana, but when I started to get upgrades the whole thing really started coming together. Overall an easy like and good entry!
Looks fun, can't wait to dig in. Here's mine!
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https://itch.io/jam/mix-and-game-jam-2020/rate/822430
This was really a mesmerizing but difficult experience. An easy recommendation for people who want to try a really fun mash up!
Controls are definitely the biggest issue though. The coordination requirement is pretty high lol. I think making 'rotate' bound to up would go a long way in helping, as I kept instinctually trying to do that. I was also almost never able to dodge the snail drops, and would love them to be a bit smaller lol.
Despite that the game was quite fun, and I'm really curious if you see room for future growth with it.
Only you can prevent health code violations! Be the change your union needs. Join 'The Kobolds of OSHA'!
https://itch.io/jam/mix-and-game-jam-2020/rate/822430
Wow, this may be my favorite rhythm game of the Jam so far!
Is it weird to say I just sort of stared at the intro page for awhile?
Timing is pretty perfect. Tutorial was great. It was definitely a bit overwhelming at times, but it sort of should be.
Literally my only complaint would be different difficulty levels, but thats SO impossible during a Jam its almost ridiculous to bring it up.
Add some more songs, more 'juice', and a leader board and you got something real special here! Wasn't the greatest performance but below is my Threat Incoming score!
My only real complaint is a game like this deserves tighter platforming controls. The mechanic was so fun to experiment with I'd often use it even when jumping was CLEARLY the better course of action. I also maybe tried to explore some stages too much, but that just shows the level design was fun. Keep up the good work.