oh cool! this version defo feels more complete <3
wtfC4ra
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Thanks so much! i didnt think anyone would give the extreme difficulty a proper go.
the main focus on this project was definitely the polish, my previous jams had always been lacking and felt like prototypes, i wanted this one to feel like a finished game, even if it meant cutting gameplay features like held notes or having more songs.
thanks alot for playing! <3
Thanks! I did worry that the switching lanes mechanic wouldn't be very intuitive. i hoped to make something more interesting than just a rhythm game with two buttons.
I tried to avoid having wordy tutorials, relying on simple graphics to get ideas across. i think it might've been possible for me to have both without problems.
Thanks for playing though!
its like a pixel-art "Getting Over It" with very cute sprites. i didn't get very far, easily frustrated :3
i think the jump visualizer is a little difficult to read. its hard to know exactly how hard my jump is going to be, and it doesn't contrast greatly with the background so i struggled to know if my angle was correct.
really fun lil game, cute graphics. there are some things that felt a little clunky though.
sometimes id wait a while for the wizard to move to the position I wanted them in. perhaps a double-tap Q could change the wizards direction.
the waves felt really strong through the whole game. I lost health on every wave and just about managed to finish with a sliver of health left. It did feel like I was cutting it close even with thoughtful tower placement.
I noticed the towers fire on a simple clock. they would often miss enemies because of this. perhaps if they only fired while enemies were in line of sight?
other than that I enjoyed playing through to the end :3
the music sounded interesting, but the UI is all goofed up. my guess is you didnt test the UI with different screen sizes, so on your screen its working perfectly, but on another screen (higher/lower res, different aspect, etc) the UI is aligning incorrectly. the fix would just be a matter of changing the alignment settings and positions of UI elements in the editor and using the game view in different resolutions and aspects to make sure it will always work.
its a shame that alot of people couldnt play it, including me, however im willing to bet this could be an interesting word-puzzle game once its working as intended.
Thanks! the swoop is honestly pretty useless, but it was the first "ability" type thing i made before id decided on the movement mechanics and i really liked the fast downward snappyness to it so i decided to keep it, and found a really good sound effect for it too. perhaps a development on this would be to adjust the gameplay to make swooping more useful (and honestly all the abilities).
this game is incredibly polished! the puzzles are super fun aswell. i was able to complete them without using most of the cards or cells, but i imagine there's a way to do it in one go instead of multiple turns.
i love the visuals and the music, and the ideas were quite easy to get the hang of.
only two slight issues i had: it took a moment for me to figure out that you had to drag the cells onto the cards. once i noticed the dark patch i figured it out, but a much clearer indication would be great. second: pressing Reset re-opens the tutorial, which was mildy annoying when trying over and over.
this issues are still quite insignificant, and the game is very enjoyable regardless! definitely one of the top submissions in this jam afaik.
Thanks for the feedback! yeah the problems you brought up evaded me for too long, though are absolutely what this game would need. had i payed attention to the deadline i couldve made slightly more interesting and clear UI. i also wanted to add a render feature to highlight food periodically but couldnt figure it out in time so just had to leave it.
and thank you for playing it! means alot as this is my first jam AND my first completed game, so every little tip, hint and critique is massively helpful.
definitely a challenge. the earth on the right implies there is a next stage, but keeping the segments together without losing them is so hard. perhaps if the red dots died after they take of 1 or 2 segments, but i enjoyed trying to work against the rotation to dodge the dots.
funky music too. id describe it as gooey