Thank you for all the feedback! I agree the start of the game is too hard; Just has too many planets to start out with to learn the slow controls. And yes I also agree my thumbnail is pretty boring, I want to revamp it.
Trashcan
Creator of
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Artstyle is just gorgeous. The multiple requirements was fun because it made me move around the beautiful environment art of the facility. The dim light on the forest with red glowing-eyed enemies was scary and I was checking over my shoulder because of the sound design. Awesome concept executed well.
Beautiful pixel art, and awesome sound design. The death noise sounding like a fart made me laugh more than it should. The gameplay mechanic is really well designed and the levels feel like a proper progression of difficulty. The movement is snappy and forgiving and it was a pleasure to retry what I did wrong because the levels are short and sweet. The visual design is 10/10.
The gameplay is unique and interesting; I like how the light I place acts as a wall for the enemies while being a path for the villagers to stoke the flame, and the different sizes/shapes can be useful for different situations. Very creative use of the theme and limitation. Great aesthetic presentation as well.
Adorable artstyle. The gameplay was fun when I understood what to do. I wish the guiding light would appear more often. The pure darkness made it quite difficult to navigate but using the jump was useful. The customers were real disappointed even though they don't know I got robbed twice trying to get them their package lol. Fun game.
Very fun concept. I was definitely expecting some mouse or keyboard controls to dodge some asteroids or something but I got a speed typing/reaction game that berates me as I try to type interesting science facts. Funny, fun, and a great use of the theme and limitation. Great aesthetic presentation; Awesome game.
Loved it all the way through! I have a lot of compliments :) The visual/audio design is entrancing and hilarious. I spent a while laughing at spawning a hundred "you aren't enough meatball" speech bubbles on top of eachother. The gameplay is actually really good, the movement acceleration has a learning curve but it was never unpredictable and the meatballs do not slide-off of slopes when standing still/going slow. The jump being so low and the acceleration lend really well to the level design. The level design was fun, and well made; The meatballs that had to be reached with multiple jumps and run-ups were satisfying to finally get after a few tries. 10/10 -IGN
Food: No, I unfortunately did not get to add the day/night cycle that consumes food and spawns big bad monsters. I plan to add it today or tomorrow, while keeping the original version up as well.
Thank you! I realized very quickly in development after hitting my first few confusing bugs and programming blunders that the idea was way to big for a 3 day jam. Still, I got quite a bit of what I wanted done, which costed me a lot of my sleep :)
AWESOME! I really like the level design/texturing, and the money is super duper satisfying to pick up. A great selection of powerups, although I think they are a bit expensive. The enemy designs are creepy and creative, I adore the big ball fella that can ground pound and Indiana-jones-ball at you. I would love to see this built upon more, great jam game.
Very Fun! I love the gameplay, the ranged/melee attacks are balanced well, making you use the sword for the close skulls and the ranged for the bow/bullet skulls. I really like the powerups; simple, but effective. I got to a point where I was shooting fireballs like a machine gun. I spent a very long time looking for the shards, to the point where I thought I had plenty of powerups to beat the boss easy, and when I finally got to the serpent boss they got a hold of me and killed me so fast I was surprised. I guess I'll need to give it another shot.
Great Jam Game, Great Rogue-like!