the tragic end card looks very familiar…
well done implementing all these new types of mechanics, can’t wait to see what madness you’re cooking for the next one
first of all… I’m terribly sorry about level 2, it went through about 10 iterations, including small bits of playtesting by others during development. I took a lot of the feedback and I “fixed” in the wrong direction lol
thank you so much for sticking to it despite that major bump and the insanely kind words on top of it. very glad you enjoyed it.
there is normal coyote time that is just 0.2 or so seconds… the dash is a special case, it’s modelled after older platformers (megaman X, donkey kong country for SNES), here’s a random video showing what I mean: https://youtu.be/j1gTS4YOjHQ?si=cae2IVborM9F5TVI&t=100
completely agree, thanks for the feedback
that came from a mid-development direction change… button function swaps were meant to be a pickup inside the levels, but I found it too hard to make level design that acomodates that and wouldn’t lead to horrible softlocks if you end up with the wrong button in the wrong place
I like the interpretation of the theme, the game was actually pretty obvious (in a good way) after I decided to just try it instead of trying to understand the tutorial message (message says to hold both buttons I believe, it confused me)
I had fun with it, my ooooonly wish was that there was a keyboard input too, feels pointless (ironicall) to use the mouse buttons since they are more annoying to press
great entry!
ooooooo you made a similar idea from mine but decided to go for a billion inputs off of the 2 buttons, interesting
definitely lots of room for exploring here, here’s a small nitpick for a potential post-jam improvement (if you agree):
if you are on the ladder, you can pause and switch to the jump to continue, if you are on TOP of the ladder and try to swap you just fall down through, might want to consider the top of the ladder as a one way platform
really solid entry overall, the choice for including a heal command was spot on considering how much damage you’ll likely to take while fiddling with controls
I changed that second level 10 times based on feedback and still wasn’t enough…
I somehow HAD to make sure to teach players the super coyote dash, and I was committed to not using words because of the ending.
In the end I still think it wasn’t good enough for people to get it AND it is beatable without learning the right mechanic, but oh well…
thanks for the kind words!
i love the 2 bit aesthetics with the RED calling attention
i found this extremely hard (you can see how pathetic my score is) but that’s more a me problem than your game’s problem.
i can see people getting super into this, specially since you have a leaderboard
the game feel overall is spot on with a good amount of feedback for each action
well you really discovered some talent for drawing, all the characters are super cute, the transitions are slick and it feels like a real book. the music is very fitting
I found the combat confusing, it’s a lot and shallow at the same time - that can be confusing, not really sure how to improve on that front.
the only other point would be to add some sounds.
specially appreciate the no longer flashbang page : P
great music, great color palette, a purple platformer… hard to argue against
I like the tile art too
I have 2 suggestions for improvement:
I do love me a solid pun
it’s flappy bird, it’s quite oftenly done in jams and you made a much less annoying version compared to the original.
the art is simple/flat (not a negative) and works well
as points of improvement: could use a bit more juice (particles, shake, flashing, many options) on either being hit or hitting the enemies
love the grid, love the movement and theme interpretation
can be very brain breaking and it keeps making me wish this moved to the beat (which would make it even more brain breaking)
some things I could see as potential improvements:
feels quirky enough that it could be a real game (with some more content like bullet patterns and enemy types)
not gonna lie, this broke my brain a bit, puzzlers are not my thing
I like the visuals simple shapes but with reflections and and some eye candy background too. The undo in particular is impressive.
Got a lot of talos principle meets factorissimo (factorio mod) vibe playing through it.
as a point of improvement, entering/exiting the cubes could have some animation or flourish to better communicate where you just came in or exited from, it was a little disorienting for me in some cases.
thanks for the super kind words and detailed feedback!
completely agree with everything you said.
something that we thought about only later was to have a system to highlight the target that you would hook onto if you fire the hookshot at any given moment - that would completely remove all ambiguity (yes, on top of potentially also tweaking the hitboxes a bit more).
much much respect for the ambition going on here.
sure it has some issues and jank (to be expected for something like this done in such a short time) but you guys put together something really cool.
having not seen the images before playing I kept getting surprised by the different levels (space, first person)
what a cool concept… music scales has been my favorite interpretation of the theme by far
the game UI looks so much like a real DAW too, lots of attention to detail
I only have very very minor nitpick that the curtain animation is a bit too long and that gets annoying on retries
really excellent entry
extremely stylish, very cool shader/terxtures/models. I’m not even a fan of PS1 style graphics like this and found it appealing visually.
the big monsters are creepy/mysterious and left to imagination.
would be nice to have some reason to not overfill the furnace (pressure buildup or something like that) and the upgrades felt a bit irrelevant (I’m sure they would be more interesting if you guys had a bit more time to work on it).
given more time would be cool to have the propaganda screen announce either weather changes or perils ahead.
and of course, chooooo! choooooooo!