Oh wow, the timing is perfect with the start of the jam. Our game was inspired by Windowkill, knowing it's possible because that was made in the same engine. Had no idea this game existed, but it looks so good!
Zircon332
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Really fun game! We had a similar concept except without the platforming.
The art and music are really nice. I love how the player can jump between the windows and the platforming controls feel just right.
My only nitpick is with the level designs, sometimes scalable windows are missing the scale icon, and there's no indicator to how far I can scale.
From playing, I see that you guys faced a lot of the same challenges we faced. Knowing how difficult it is to get everything working, you guys did really well. Would love to see what you guys cook up from here :)
Thanks for playing! Not only did we take inspiration from Windowkill, we only persisted through the technical challenges because we knew it was possible.
Looking from the image, something is definitely wrong. They shouldn't overlap. We tested on dual monitor, but maybe the high resolution or scale might be affecting it. Will have to test it out some time tonight.
Really impressed that you got it to work on browsers. The thought of this concept on a browser game never even occurred to me.
The buzzing didn't really affect my experience. The art and music are really nice, and there's a lot of charm I can feel put into the game. The only part that I struggled with was when I had to move my screen around to move the big platform.
Thanks for playing! The accessibility were actually added out of necessity as we playtested, we wanted it to be fun for everyone while not holding back those were familiar with the genre.
Good point on the wall. The more I play it myself, the more I wish the walls weren't sticky too, kinda stops the flow. Definitely gonna rework it when I get the time.
Music and art are really good, and the concept is pretty cool. The cat is really well done, with the animation and the sound effects, really satisfying.
In term of gameplay, the cat moves too slow. The trash cans aren't really lined up well for satisfying shots, the bazooka doing AoE and piercing trash is really punishing, and not being able to continue after losing kills the pacing. The enemies are also really tanky, they already don't move or attack after hitting them, so it's basically a more tedious one shot.
Overall it was fun and creative. Well done!
The theme is really implemented, laser pointer for cat and breaking all the furniture. I like how the game page is just a really aesthetically pleasing art for controls. The music is lovely, and the game is intuitive.
Unfortunately the controls don't like me. Pathfinding doesn't work well around walls and keyboard not being able to move while cat is moving makes it inferior to the mouse.
That was surprisingly fun. Definitely impressive for a first after a long break. Welcome back.
Overall its nice and plays smoothly, but late game the grid background is tiring on the eyes at high speeds, and the people can't throw in time. I got to around 5000. It's thematically consistent and just the right difficulty for me to stay engaged. Nice work!
Cool concept, having sound and UI would improve the player's experience a lot. I agree that maths is really hard, but now that you have the core complete, aside from what other's have mentioned, it'd be nice to have more replayability. Like levels or randomly placed asteroids? I wonder how many possible ways there are to escape currently, I've only found two.
Oh hey a train game! The arts really good and the music's a bop. It feels like drag racing.
I wonder how the mechanics work, it'd be nice to know. I assume each gear has a top speed. I do think that shifting slows you down too much, making it not really worth it other than increasing top speed. I got to 28.000 on the dot spamming to max gears right before reaching the 9 o'clock on the top meter, which is kinda ironic.
Fun and cool game, congrats!
Glad to hear that! Two letters dropping off is a side effect of my naive approach, and it didn't occur to me how statistically often doubles appear. Design wise, I think I prefer that you can clear any rail at any order, and I should make sure each letter on screen is unique. Thanks for the feedback.
Go for it! This was my first typing game too. I really wanted the train and needed some arbitrary challenge to design around, and this seemed perfect at the time.
Having words is a pretty cool idea. I did also have the idea of having to type out words to make choices too, like to "DEPART" and "HONK". That said, the speed difference for typing between people so varied that I wouldn't know how to balance it.
Thanks! The intention was to have a chill game, and to punish lightly for mistakes. There's supposed to be a simple money mechanic, where the faster you go, the more money you make, and hitting rails only slows you down. But the time was close to being up and I had to make a decision on the spot. Definitely my biggest regret to not have prioritized it earlier. Still, I'm glad you enjoyed it :)
Incredible! How did you manage to fit so many levels and gimmicks in three hours? Each level is so well-crafted, I especially love the orbiting planets. The visual effects are so good and the sounds are crunchy. Each level had a satisfying solution, I can feel the difference of having a play tester.
My only complaint is that there's no skip button, and I sometimes have to wait as I drift away. I think a button to restart a launch would be nice for impatient people like me. Other than that, this is a really solid entry. Well done!
My bad, more things to add on after reflecting.
For the music part, I think it's less of a music choice and more of a playstyle discrepancy. I played my last few runs in silence and I enjoyed the game even more.
Even though it's supposed to feel chaotic and intense, I tended to play strategically and calmly, almost in a zen-like mode. It's so fun to clear the whole screen or narrowly eliminating danger thanks to something you prepared 5 seconds ago. Reserving good units, eliminating dangerous units asap, keeping easy stuff until they're right next to you and clearing them aside all at once. I can't praise this enough.
I think essentially it's about what your going for. With the complexity of the game I think it fits a more calm/upbeat theme, than if it was simpler with more reactionary gameplay.
This game is so intuitive I played perfectly fine skipping the tutorial. My only issue is not being able to go fullscreen, which I believe should be easily fixable from just the itch settings page.
The gameplay is a 5/5. Playing as some sort of hacker and just manipulating everything around you is really fun. Enemy variety is great, they're all simple but unique to create near infinite number of situations. You guys nailed the Oomph and polish. Great colors and clarity, never felt any confusion or clutter.
Okay time for personal nitpicks:
- game scales a little too early, I think a 3-5min gameplay is ideal for this situation
- music feels a little too metal, a little too intense from start to finish. A buildup would be nice
- replayability feels low for the amount of fun I had, maybe because there's nothing pushing me to keep going
- art is too simple, certainly pretty, but not very attractive
- its kinda hard to tell when laser guy will shoot
That said, this game definitely deserves more attention. For a team of three, this is really well done. Also my highscore is 5025 :)