At first I was like "ok thousand year war is my favorite" and then I listened to recollections again and I was like "wait hang on..."
This is all insanely impressive, especially for the short timeframe. Fantastic job!
Really enjoyed this one! The palindrome swap was so seamless that I barely noticed it - the song works in both directions equally, with the first half setting up the lonely vibe you described, and then the second half's upward movement feels like a build towards a more climactic moment or discovery.
This is great! I love mechanics where you have to split your attention & movement between two sources in an action setting. Even with a few simple levels, the concept is engaging, and I would love to see the idea expanded upon! I think you've only scratched the surface of all the unique ways you could make enemies target the lantern, or expand on the light mechanic (maybe the knight could be afraid to go too far into the dark despite being invincible).
The atmosphere of this game is great - visuals and character animations are really impressive, and the platforming is fast and satisfying. I really like the idea of mixing metroidvania power-ups & exploration with a forced speedrun-type gameplay due to the enemies chasing you down, but their speed was often a bit overwhelming and required me to do weird jumps and make them loop around me (not sure if that's intentional). Also, many of the jumps are so precise that they can feel a bit frustrating to perform over and over again, especially when you need to start your jump precisely after walking off a ledge.
This game is great, one of the best I've played in this jam so far! The art is super cute and I love the custom page design as well. The puzzle design (and sheer number of levels) is really impressive given the time constraints - well done!
(only slight issue was that i managed to somehow move the bees off the grid a few times, which forced me to restart)
The music and character animations are really nice! Moving around with the jumps and dashes is pretty fun, but not exactly needed for the combat, and I got stuck very early because I couldn't find a way to drop through platforms. My main suggestion combat-wise would be some hit recoil and sound effects to make attacks more satisfying (and help them register).
This is a really neat idea, and the graphics and music really bring it together! I like how there are two alternate playstyles, and I like the challenge of memorizing Blue's movement (although it is pretty punishing if you make a mistake). Not sure if this is an intentional mix of memorization, but while Pink is only supposed to memorize rhythm, some of the movement designs just turn into rectangles of squares that don't clearly indicate where to go next.
The platforming is fast and tight, and I really enjoyed the meta comedy. When the potato called the brick a basic bitch I laughed out loud. Some sound effects would definitely help with making bullets (both personal and enemy) more clear, and the design of each room made it a bit confusing to figure out where to go next.
The aesthetic & sprite work was really nice, and I think you fit the theme nicely with the spin on co-op gameplay! Design-wise, I think it would've been interesting to have the green character take separate actions or have its own goal / room, because a good amount of the early solutions just felt like jamming them into a corner or bumping into walls to make it to the exit. I also felt that the timed mechanics (poison clouds & sliding blocks) were a bit frustrating when tied with the strategy-puzzle element, but I could definitely see it working with more refinement!
The level designs were cute and I liked the surprise knives that fall down in the kitchen level. Really enjoyed the chill music too! I like how the orange gets wobbly and harder to control when you slow down, but I couldn't get past the chess level because launching off the ramp would spin me around and I'd lose all my speed.
The pixel art is really smooth and the laser / splatter effects are super satisfying! The roguelike upgrade feature is nice as well. I think it would've been interesting to have the camera slowly zoom out and have a maximum arena size so you feel more "confined" inside with the enemies, because it's easy to keep running infinitely in one direction and avoid larger groups of enemies.