I was really really hoping people would enjoy trying to come up with the fastest ways through levels, so thank you for doing so. It makes my level design brain happy :)
TheBareMinimumStudios
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unfortunately, we didn't have time to do an animation for the projectile absorption ability. The way it works is that you need to tap down right before a projectile reaches you. We wanted to do a brief animation for it, but due to the time constraints of a game jam, we just had to let the ability function but not have a set animation.
And yeah, thanks! The absurdist art aesthetic was something we REALLY wanted to get right. Honestly both of us are super proud of how the art came out in the end, especially for a game jam game.
I'm a big fan of platformers so I found this very enjoyable! While I wish the mouse sensitivity was just a bit higher, I overall found the game pretty fun. I am a bit confused about what the point of the namesake of the game is, the flip. I did it it in the air, thinking it might give me a boost, it did not. I tried it in all sorts of places and I'm just not sure what the point is.
The game, to my knowledge, doesn't seem to stick the theme of the game jam that well. I found it pretty fun, but there are no "strange power-ups" to be seen anywhere. I know the terrain builds as you nab those items floating around, but I'm not sure I'd call those power-ups.
While I wasn't entirely sure what to do, I did find the game incredibly fun. Despite the tank controls and a "S" key essentially breaking the camera, I got a lot of enjoyment from just running around and seeing what was around. I do wish the theme of "strange power-ups" was incorporated a bit better. I think letting you keep the magic stones abilities past just interacting with them once would help, and maybe introduce some more, since each one does essentially the same thing with a different color.
One other issue I ran into was some super wonky collision. Of course, with a 3D game made in the span of a little more than a week, I'm sure it's a heck of a lot harder to test everything to get it right. For example, right at the edge of the town, there's an open gate so I went through it and ended up falling out of the world.
The game, at the end of the day, certainly needs a bit of work, however, I found it very enjoyable for what it is.
I quite liked the concept of the game, however, I was a bit confused at first. One of the very first jumps required needs the double jump and that wasn't explained anywhere in the game. I quite liked the use of Persian imagery through out the game. One thing I found incredibly irritating when playing the game was the fact that the ground wasn't lined up correctly. For the most part, the character would walk over them just fine, however, every so often they'd get stuck on the ground itself.
I also think the use of the theme "Strange Power-Ups" could've been implemented a bit better. All you really do is walk over torches to light them. There really weren't any "strange power-ups" anywhere to be seen.
All in all, I still enjoyed what I played.