Happy to hear you enjoyed our game :D
John Fable
Creator of
Recent community posts
Thanks for the feedback! Glad to hear you enjoyed our game :D
As written in the description the no-win-screen is a bug that happens if you retry through the "retry" button. We could only fix it after the deadline but as to not get disqualified we couldn't ship it anymore unfortunately. You can avoid this bug by retrying through the "Main Menu" button
I'm happy to hear you enjoyed our game :D
Here are some insights on our decisionmaking with the healing: We assumed there'd be a big variety in playerexperience with isaac-like games so we prefered to keep this easier. This way it's more accessible for everyone who wants to try out our game in this jam and you're able to see our idea without having to grind 500 patterns like in darksouls xD
Thank you for playing!
Thank you for your elaborate feedback! And I'm happy to hear you enjoyed our game :D
I want to take this opportunity to adress some of your points and share some of our insights on the behind-the-scenes ^w^
- Aiming with the mouse felt kind of weird to us too but we couldn't find a good solution in-time. Especially since we could only do most of our playtesting shortly before the deadline. But your idea to click instead of spacebar sounds so simple. I really like this, thank you!
- The spawn position was a topic we discussed a couple times and played with a lot. Both sides have their ups and downs. Spawning in the center of a room allowed us for more creative rooms and for more player agency in how to approach a room. We ended up liking this for our adaptation. Maybe in a bigger project we'd change our minds though, who knows? ^^
- Healing between rooms has the healthbar on the top left regenerating. It was a last minute addition, and we both agreed it could use some more attention. Either way the regeneration allowed us to encapsulate room difficulty easier. We tried playing with 10 total HP without regeneration and while it felt doable for us as developers, it felt like that'd be too steep of a learning curve for beginners and unfriendly for our target group of this Game Jam. We want players to have an easier time running through our Game.
- A damage sound for getting hit was a goal, but we simply didn't have enough time
- The player"mouth" was intended as a simple extension of darkness. It isn't a typical mouth as you know from humans. It's a darkness blob after all. We'd both like to have better visual representation, but as someone who never touched pixel art at all before this Jam, I am quite proud of it hehe It's my silly little goober consumer
- Why do you think WhiteLights should be more slippery? We liked having static bodies as contrast to the slippery GreenLights ^^ It's a flavor choice for us
- We had a scope for a minimap, but we couldn't find the time after all ;^)
- Fullscreen option should be possible. You can enable it in the options before going into the game. Hope that helps
Really fun to play. Lots of attention to detail, which I appreciate a lot!
The main menu offers on-point settings for volume and keybinds (unfortunately for me keybinds don't work at all, and trying to reassign "up" actually breaks the game for me).
Going into the game it took me a second to figure out that all objects are "enemies" and need to be avoided. After that it was a literal blast shooting away and trying to get as far as possible!
On a sidenote the audio kept crackling and glitching for me, which is unfortunate but I had to mute the game after a few minutes in worry of damaging my speakers. The song, sounds and QUACK are amazing though!
Fantastic submission!
Fun jump n run game. The music slaps xD
I also like the quick feeling there is too it. Makes my fingers tingle and want to speedrun as fast as possible! Dying doesn't feel as bad cause you are quick to get back to where you left off!
I kept failing on stage two unfortunately so I can't rate beyond it. Took me 3-4 attempts to realise there are spikes on the ground when I got reset. It happens too quick for me haha
As constructive feedback: Try making hitboxes as favorable for the player as possible, instead of "as accurate as possible." So that the spikes and player have a slightly smaller hurtbox than their sprite.
Cool submission overall, enjoyed playing ^^