Challenging, but I like the originality of the idea behind the gameplay mechanics. The music is also nice. :)
voidonon
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The best sound effects hands down! :D
Steering when reversing reminds me of a RC toy car I had as a kid which could only go forward and back and had a piece of plastic that would cause it to steer when driving in reverse (I think it was not ever really remotely controlled, but that the "remote" was connected to it with a wire).
I had a lot of fun with this game and it is really well-polished. Great work! :)
This game is surprisingly addictive for something so simple. It reminds me of that Yetisports flash game. :)
It can be difficult to gauge how will the parachute change the trajectory (it will slow the ball and slow its fall, but it is how to determine how it will affect height as a function of distance).
Music and sound effect are very nice, and the space theme is made very cozy. Great work! :)
Short but sweet. :)
The idea reminds me of "Restless Wing Syndrome" (of which I heard by watching the video about The Best Games from GMTK Game Jam 2020 (it is the first one mentioned in it)).
It was probably not intended, but I like that even when you lose, jumping still goes on. :D
I got 115.6 and did not figure out what the powerups do.
The game is simple in terms of gameplay mechanics but very fun nevertheless. :) It seems easy, but it gets faster. And there are vehicles that rear end other vehicles and suddenly lose speed, so one has to plan ahead.
All in all, it is nicely put together. :)
Very cute ghost-themed flappy bird-like game, but less frustrating and (at least seemingly) easier. Having more than "one health" and having a chance to heal makes the game more forgiving. :)
Taking damage seems to be visually "indicated" by a short freeze, perhaps an effect like particles or flashing might be a better choice, but this is a minor issue. The color palette is very nice and easy on eyes. :)
I like this. Great work! :)
I did not expect a flappy pirate game! :D It gets difficult, I think my best score is 65. Trying to defeat that duck while dodging projectiles is quite challenging, but in a fun way.
One little thing that bothers a bit and it is not really a part of the game (but of its "menu" state) is that one has to click for another run. It would be better to have one of two controls to be used to start new game.
But other than that, this is a fun and a bit funny game. Well done! :)
Amazing visuals! And the overall polish is complete. The game can be somewhat hard in the sense of Getting Over It, I guess that is intended as it seems to make the most sense with the gameplay mechanics. I also like that controls change from level to level (in some B changes direction, in some it is dash).
Great job! :)
I like how you combined two restrictions, one from the jam (64x64 resolution) and one self-imposed (LCD game-like graphics). It took me a bit to figure out what I was supposed to to, but not too much, which nicely replicates the way early games worked (without any manual/tutorial, you just try out random things until you understand what are you supposed to do).
All in all, it is a fun and lovely little game. Well done! :)
Thank you for playing and kind words!
The game loads nearly instantly because the game itself (index.html and WebAssembly executable) is just about 60 kB in size. The rest of it (almost 2 MB) is sound assets in .ogg format, most of which is music (two tracks I have hastily composed, one for the title screen, other for the game itself), while sound effects are only about 115 kB. There are no graphical asset (files) since the graphics is hard-coded, some of it is in arrays (e.g. splash screen logo, 8x8 font and 3x5 "digit font"), some of it is proceduraly generated.
Thank you for playing, I am glad you had fun. :)
I was thinking about adding some more power-ups, but the deadline was approaching and in the end I was happy to have the ones I did add. A shield power-up sounds like a good idea, I am thinking of having it reduce damage proportional to how much of it is left and getting reduced on each hit.
Very well-put and complete game. Amazing how much tactics can be involved in a seemingly simple 5x5 turn-based grid. You really nailed it! The only thing I miss is if I realize I messed something up, there is no admit defeat/reset option, but instead I have to keep playing until I lose, but that is a minor issue.
I have lost too much time playing this.
Oh, and I can totally understand what you wrote under "Lessons". This game has indeed a lot of amazing complexity. Great work!
I like how the gameplay, although very simple, can get very intense and strategic, having to decide where to strike first. Graphics, sound and the "only one bullet can exist at a time" reminds me of some NES games, so this was also a nostalgia fuel for me. :)
One thing I might like to change is for enemies which take more than one hit to destroy to change their appearances after getting hit (perhaps to these of less resilient enemies) so that player instantly knows the situation just by looking at it, without needing to remember what was before, but that is just a minor thing and, other that that, it is a nice little game. Well done! :)
Nice little game and the music is very good. I especially like the way the music is synchronized with the game over screen. :)
Graphically, it slightly feels like Atari. :)
Not sure why the horizontal direction movement is limited, but other than that, the whole thing is really nicely put together. :)