That was unexpected XD very fun, my only complaint is that the red targets were hard to see in level 2, otherwise, well done!
WinterCourtFae
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Ok, I had to turn to the comments for the first puzzle, and even knowing what to look for I had to squint at the left book to see what it had written on it. After that I got the second code quick enough. So yeah, I like the puzzle aspect of this, just was a bit difficult to read the clues was all. Overall though, good job! Gonna date myself hard here and say it gave me Glover vibes lol.
Wow, this was super good! The visuals are great, the music awesome (made the end feel really intense), and the concept was overall great. I was unsure if destroying a door before it could eat you vs beating it from the inside had any impact on anything since they have different sprites after the fact, but I think it ended up all being the same? I think the only thing I could give any criticism to was that sometimes the dash was hard to control and some crumble platforms would fall apart even if you didn’t actually touch them, and one time a door ate me and it’s heart was just invincible, but those are all relatively minor flaws to an overall great game. My highest rated yet this jam!
Pretty cool door kicking mechanic. The health regen was super forgiving and the enemies bullets were super slow (would clear a room but need to wait for the bullets to clear out before I could press on lol), but other than that and the camera occasionally having a mind of it’s own, this was fun and worked well, good job.
Aww, thank you! I was suuuuper nervous about the voice acting bit, so seeing this is really nice ^.^ If you wanted to see the rest of the game,
spoiler
The hour comes from the Ouija board after fixing the skull, and the minute comes from the radio
I also have been informed of a bug where the clock interface cannot be reopened if you try to change the time and then close it.
Thanks! I did know about the text glitch, basically if it doesn't play for as long as the audio clip is, it doesn't clear, it's something I wish I had time to fix but I just didn't (also the inconsistency of some things having text and some not), though I do wish I had known about the clock interface issue. Thank you for playing!
This was so good! It was clever yet intuitive, and the puzzles felt really satisfying, especially getting all of the collectables. My only small gripe was that moving next to a wall could cause some funny business with movement, but that is a small complaint in the scope of how good this game was. The graphics are also adorable. A+ to you my friend!
This we cool, the platforms you could sink through gave me oldschool platformer vibes, and at first I thought clipping into the wall was a collision oversight, but then realized it was an intended mechanic, which I really like as it gives more than one way to approach each obstacle. I think my only gripe was that I didn't know I could run for a while since there is no in game indication, which led to spikes being a wall that you had to go under rather than over, but that aside, cool game!
This was quite fun. At first I was dying super fast, then I realized dodge roll was a thing and managed to beat it pretty seamlessly from there. I really enjoyed the power progression of guns, by the end I almost felt like there needed to be other super monsters. Also bullet economy was tighter than expected, not that that's a bad thing, just was a bit of a surprise.
Cool looping mechanic. If I could give some pointers about this kind of thing, I would suggest you make the levels scale linearly in difficulty. My first two rooms were basically "press button, win" and the third was 4 super turbo hammers that mangled the ramps before they hit the ground, and after clearing that it was back to "press button, win." Better to build up and then just loop harder levels. Also the camera sensitivity was super high, and between that and the fast hammer rooms, it almost made me dizzy. Still, I think this was an interesting concept, keep it up ^.^
Thank you so much! I completely understand the controls sounding overwhelming from the text dump at the start, that is something I really wish I had more time to work on, but I'm glad once you got in it was smooth. I couldn't believe how much code went into just making the basic fish >.<;;
And yay, I'm glad you liked the boss! I tried to have him loop his cycles so he would try to break off the hook every 15-20 seconds, but it didn't quite work, so I'm glad it was enjoyable anyway ^.^
Yeah, that's reasonable. The reason I separated those inputs was so you could cancel a cast, but it's not a commonly used feature. And I definitely wanted to add components to prevent spamming, but for the arrow keys I didn't have time to implement that, and for the pull gauge it just didn't work the way I wanted it to, so instead of it being a skill check I just made it a pull power multiplier. Thanks for playing!
This was cute. I love that it was based on your wife's work, that's really sweet. I thought the art and little easer egg critters were adorable, and I thought the educational aspect was cool. My main criticisms are that the AI voice often couldn't finish what it was saying before the next bit of text started playing, the screen going black on hitting walls was frustrating, and the way turning works made me get stuck in tight spots a few times, which was kinda annoying. Overall though, I liked this :)
Congrats, this was the first game to make me audibly swear at it this jam lmao. The idea is cool, the graphics and sound design are really good, and the ice mechanic is really neat, but it does have its points of being super frustrating. There were too many times where the snail was off screen and I just had to hope I didn't hit a red zone while I couldn't see myself, and too many times the heart would end up off screen and drop connection, killing me. Also would have been much better off imo just setting a checkpoint at the boss rather than making you close the whole game to try again. Overall it was a really well designed cute rage game with some frustrating hiccups.
Definitely felt like some of the riddles were misleading or the answers were out of left field, and I ended up getting permanently stuck in the 4th big room (somehow managed to move behind a box and then just couldn't get out. I like the idea of this game, just needs some refining, making it more clear what you can and can't interact with, that sort of thing.
I'm glad you had fun! Yeah, you're totally right about cheesing it, I wanted to have a penalty to hitting the wrong arrow, but didn't get to that, and the space bar was supposed to act like a skill check where you had to hit it at a specific place to get a successful pull, but I couldn't get that to work, so instead I just made the bar a pull strength modifier, but it really doesn't make a huge difference since most of the fish are easy to pull up anyway. Will definitely expand this project and fix all of these things in the future. And I'm glad you liked the art! ^.^
Super cute, I love the chiptune sound and the aesthetics were spot on for that kind of classic arcade game! Definitely a lot harder than I expected, I do think the hitboxes on the sparks are a bit too big (I died while still on the platform in front of them multiple times) and the fall damage seems kinda arbitrary about where is and isn't ok to fall from. Those things aside though, I really liked it. Also trans rights, woo!!!
I definitely would rather implement UI prompts or small tutorials progressively as you play rather than the awkward text dump early on. It's admittedly a trap I've fallen into before, so I need to be better about it, but it was super last minute and I didn't have time to make a more effectively implemented tutorial scheme. I'm sorry that you had to reboot to reread that, I should have at least had a button to pull up the control sheet during gameplay. Thank you for playing, I really appreciate it and your feedback!
Do you mean before casting and/or while the hook is sinking? I had a hard time with multiple audio sources overlaying (they were one of the last thing I worked on), and I liked the ambient sound effects. I definitely need to work on the audio triggers though, since sometimes the underwater theme would overwrite the fish musi depending on how quickly you hooked the fish.
Interesting game, I liked the story bits interspersed with progression. I did have a few issues though. One of which was that for some reason the speed of the game seemed to impact my pressure shield, so at x1 speed it would give me very little, but at x100 game speed it gave me way more. This became an issue when I had to go super deep and needed to get the x100 speed levels of protection, but without the shield I would blow up in one second, giving me almost no time to turn it on. The other issue was just how long the decent takes at the endgame. For the final run it literally took multiple minutes of just waiting to get there, which was rather tedious. I appreciate the game overall, I just think the rocket should propel you faster, if that and the game speed bug were fixed, this would be a really good experience.
Thanks, I'm glad the fishing was fun. I really wanted to make the boss fight more intense and have a few more mechanics, but the regular fish ended up with WAAAAY more code than I anticipated lol. I'm definitely going to spend a lot more time on this game and hopefully make it an actually good game.
For the most part a chill game, but I did find the bombardment of fish around the treasure a bit cheap, especially since they are way more mobile than you. I died with the treasure on screen about 5 times, which was frustrating. Eventually I learned that most of the air bubbles are basically traps and you are better off avoiding them lol. In spite of my frustration with the fish speed, I did find the player movement to be understandable and well executed. Would appreciate if you could check out my game too!