A cool twist on the survivors genre! The bear is adorable and funny
Toldoven
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The graphics are awesome and the game feels polished, but unfortunately, the main gameplay mechanics were not fun for me.
Dodging attacks is a bit counter-intuitive because usually, you focus on the player character. Here the player character doesn't take damage. The demon and the angel take damage instead, but you don't have complete direct control over them. It doesn't feel like slowing them down gives you enough control to dodge the attacks.
Awesome game, almost perfect in all categories. It's my favorite so far and I hope it wins!
One annoying thing is that it's easy to fail the level because of one wrong move. It would be nice if there was a way to undo one move and not restart the whole level.
Also, a way to show progress, how many levels you completed, and how many are left would make it easier to keep players motivated to continue through the end.
Pizza Tower plus South Park plus Piss, pretty fun! The art is charming, especially the enemy animations.
The boss was a nice surprise, but I couldn't figure out how to damage it. No matter what I did the boss just doesn't take damage.
I also wish I could select the snowball with a keyboard. Like with numbers 1-2 for example.
Pretty fun puzzles. I wish it was possible to see both "dimensions" at the same time, similar to how it was done in Corruption's Edge.
Awesome graphics and aesthetics. The game looks insanely good! Love it! It's also well-polished.
The gameplay is a bit dull though. You don't need to look at what's going on below the input prompt to play the game, so it becomes just a simple typing game with a visualization that doesn't add much in terms of gameplay.
The graphics look pretty cool, but because of the flat shading and weird camera angle, it's REALLY hard to see where you will land. Consider adding something like a blob shadow if you make a similar game in the future.
The first level is way too long, and I died there way too many times just to start from scratch. After the first level, the game picks up its pace and becomes somewhat enjoyable.
The atmosphere and the mood of the game are awesome. I adore these SUPERHOT-like messages between and during the levels.
It was also hard to understand how the game fits the theme of the game jam until level 4 or something, where it somewhat starts to be prominent.
The most polished game I played so far. The movement feels good and responsive. Music, mood, graphics, visual effects — are all chef's kiss.
Losing abilities on death feels a bit cheap. It's kind of boring to replay the part of the game you already completed.
Level design feels like it lacks direction. I think it's supposed to be Metroidvania-ish. Levels in Metroidvanias usually guide you somewhere while teasing you with interesting places you can't get to yet. Here I just felt lost most of the time.
Thanks, I'm very happy to hear it!
I didn't plan for the blade to be a shield, so it's sort of an emergent mechanic. I thought about a clever way to use it, but it doesn't work well because the optimal strategy is to stay away from the blade so you can attack with it. Still, cool it's there, I guess.
How exactly did you find it useful?
Awesome idea!
I was surprised to see cool-looking credits and menus with animations, so I expected the game to be well-polished. However, the game significantly lacks polish in more important areas.
When it comes to polishing — think about what parts of the game really need polishing. In this case, it's the main mechanics: movement, shooting, choosing your weapon, and balancing. All feel unpolished.
If you take the bullet upgrade, you don't need to switch your weapon. I've beat about six waves like this until it became too boring and repetitive. Probably not a good idea to make an upgrade that makes the main mechanic of the game unnecessary.
It would be nice to have a goal in the game, something for the player to look forward to, like an ending. It's easy for game jam games to overstay its welcome.
Thanks! The last boss is tough, but I think it's tough in a good way, and not in an annoying way because it's possible to dodge it consistently. Since it was the last boss, I wanted it to be a proper challenge, and I'm happy with how it turned out.
However, I think the main issue is that the previous bosses were too easy in comparison. I nerfed the second boss last minute because it was perhaps even harder than the last boss, and unlike the last one, the second was harder in an annoying way.
The difficulty jump is very big from the second one to the third one, so that's why it feels unfair.
Perhaps more bosses would make it possible to ease the difficulty curve, but that would be a lot of bosses for only 3 days project, so oh well.