haha, thanks for playing our game too! Hope you enjoyed it, that advanced level actually has a trick that's not made obvious by the tutorials so I didn't really expect many people to complete it, we hoped people would spend most their time on the free skates
Brocktho
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Wow, this is a really crazy submission, there's a lot of really cool ideas here but man did the scope creep get the better of you. Honestly though still a great submission, but one thing, ALWAYS ALWAYS ALWAYS.. ADD SOUND!even if they're super basic sounds! You can just use jsfxr to generate sounds in easily under 20 minutes, and sticking them in is also pretty quick if you've got a standard game engine.
Ah darn, sorry to hear that. I can definitely understand the double jump is a bit tough to get down but I appreciate you checking the game out! I do intend to continue work on it, so if it at all interested you make sure to follow. One thing I'd like to add is a toggle for players that may struggle with some of the complex inputs so they can still enjoy the core game. For example changing the double jump to be a single W+S press rather than requiring a rapid tap or mash.
Thanks for giving it a try! Definitely was going for a goofy action kind of game, and hopefully have a really high skill ceiling for players that want to get deep into it. Still a lot of work to be done for sure, but I feel like this at least shows the core idea and hope to add more customization and joke-y content. Give the game a follow if it's interesting! I'll be trying to keep things posted as I continue to develop it.
thanks for giving it a try! We had a lot of fun making it and we’re considering making a full release.
The combo moves definitely can be a bit tricky and I think they may stay, but for a full release we’d definitely need to tune them or add accessibility features. The thought behind them was “fighting game moves in the air” and it does land somewhere in there, but some toggle like “relaxed mode” could make it so players who like the core movement but don’t love the button mashing could get to have more fun with the game. (Your suggestion of key binding remapping is also a high priority to me, I like the user customization)
We also had some scope difficulties because it took so long to create our levels, testing and tweaking them. It’s pretty time consuming, but we’re happy with what we were able to get in for a team of two.
The art here was really solid, but I didn't feel much impact to my decision one way or another (outside of the death beam). I pretty much just spam clicked accept and meters just kinda moved slightly, I think this sort of game is extremely ambitious for a game jam since it would really take a lot to create a strong generation system or to hand craft "levels" of people you encounter. Either way nice submission!
Very beautiful art and fluid animations. I do feel like the general level art was left behind a little bit compared to the first room. The movement felt good, but as others have said the simplistic goal of go to B then back to A then to C then back to A made it repetitive quick. I also found a bug with the dash, but I'm glad it existed cause it made all spikes more of a suggestion rather than a real danger (dash as the player enters the spike kill zone and you can now walk through them)
A whole lot of art polish here and really good flavor. I will say personally I just spam clicked and there was no mention of my performance. It was actually kinda funny that at the end the person called me "efficient" despite me never reaching more than a score of like 3. It definitely was a more story based experience and assumed good faith of the player to engage, but I would have liked to see more impact of player decisions. despite picking all the worst options whenever possible I think I still had some social credit left by the end.
Still though I want to praise the art and juice of the game. There was good immediate feedback, just not "longer term" feedback based on actual gameplay performance.
I think the idea could definitely have a lot of iteration here, more unique rooms, more levers to pull. It's got a decent puzzle game core, but ultimately a game like this lives and dies on the "juice" factor and the feeling of the controls. In its current state it's not fun because it's a binary option and you pretty much just always pick a bandage when you see it and a spike when you don't.
The controls are also too weighty for what you end up having a choice of. Since we aren't building a full dungeon layout from the start we have no reason to drag and drop things. It's possible this was left in for a future aspiration, but I'd recommend a single click action in this simplified state, and even in a future full game you could keep single click by having the user "focus" a square and then left click add the select tile.
knowing this is only about 3 days of work, it definitely makes sense for the current state, but highly recommend for a future jam, ADD SOUND! jsfxr is a really great really simple tool online you can use to at least generate something to quickly get it in there. Sound really elevates things to a large degree and can make something feel a lot more complete.
I liked the flavor and the overall idea, felt pretty well polished for a final submission but I personally wasn't that engaged by the gameplay. The writing was pretty funny and solid though. I think in this case it's a disconnect for me since I'm much more gameplay oriented and there wasn't all that much interaction points or "juice" for the game.
It seems like this was maybe a bit ambition at least for a 2 week jam. There are many features that you can see the roots for, but it doesn't seem like they were actually implemented ( enemy abilities, weapons don't seem to exist outside of colorless and green items, only shield and attack seem to be worthwhile) and the early game feels fairly slow. I don't want to discourage you from continuing if you like the project, and have a clear future vision, more just trying to give advice for future jams to hopefully deliver a more polished and complete submission.
I will say there's plenty here to continue with and iterate on, and it seems like that's what you're going for. I hope you can continue and get a fully featured release out!
Fun little submission, would have liked to have a bit more but given the time frame of the jam a smaller more polished product like this is definitely a good choice. Some more environmental interaction, or different speed boost options would have helped feel more frantic I feel since I for the most part did not feel threatened by the cops if I just jumped to the top left and back down to the bottom left across houses over and over.
Cute little game, I overall liked the sound, though the marching got to be a bit much. You can add slight sound modulations like altering the pitch and volume and it can really make a sound feel much less "same"-y. As for game mechanics itself they all seemed simple enough although I don't know that it was possible to actually lose. I got seen a few times and just nothing happened. Also for the box placement, it would have been a nice quality of life thing to make it so the default placement of the box was the direction the player was last moving in. Since it always defaults to below the player I almost though I couldn't place it right
The looker does come a bit quick, I was able to survive 2 calls with mom, I'm not sure if there is a proper win state or not. I think it was meant to be an impossible uphill battle, but I know that sort of theme doesn't necessarily jive with me. Still had a fun time, liked the alternate camera view for video calls with mom, seemed like a fun feature. I know you didn't get around to sound, but even some minor sound effects generated with something like jsfxr might have added a lot to the game. Sound does a lot of work to sell a game.
Cool little game! The movement felt pretty solid overall, there were a couple tight jumps, but nothing too unforgiving. I liked the "good" path "bad" path idea or at least it seemed thats what was going on. I did murder a few people on one round half way through cause I ran out of time and was forced to go on the bad path, I did die on that run so it was a bit of a shame that it kept those people dead. A proper checkpoint system that remembers the actions that changed since your last death could have helped there, but I was happy there was at least one checkpoint towards the end, cause I did end up dying on the spike jump down area. Great work though!
It's a cool idea, but definitely something that requires a lot from the player without a proper tutorial to give them an example "first catch". I tried to give it a fair shake, and I am a sucker for CLI's in my normal day to day work, it's just not exactly obvious to me what I'm attempting to do. Even something as simple as swapping to a new camera was something I couldnt do in a couple minutes. I'm sure some part of that is a skill issue on my end, but I think part of it is the project itself may have been too ambitious for a game jam.
For the positives though I did like the story write up on the game itself, definitely some good flavor there!
Solid entry, the shotgun and mid machine gun were solid but the tommy gun felt extremely weak. I liked the sound and the voice over (but come on man say it with your chest! I got a full crowd meter! I wanna hear a WWE style over the top reading!)
I didn't personally have any bad audio with the footsteps but maybe you've removed them since other commented?
Some extra feedback would be some bigger visual indicator of hitting the enemy. I think the audio there is fine, but like a red flash or something given the arcade-y feel of the game might give it a bit more impact.
Really good submission here, the music is nice, and the layers slowly adding on top of eachother made for a smooth challenge ramp. It did feel like when you started getting random items thrown at you there was a large RNG failure option added. I had a couple times where it was basically thrown at me from right beside where my guy was so it hit me before I could even move forward or back.
Overall though really solid, good visual feedback to the player with the outlined elements showing danger. Good sound design, and a lot of mileage from some simple sprites! I think only complaint from me is there could have been a bit more feedback that something was about to happen, but that definitely could have added significant development time to make it feel right.
Really beautiful art! Despite the somewhat creepy eyes, it was a very cozy experience just walking around and soaking in a lot of art. Curious if you already had a bunch of art ready or if you created a shader and stylized a bunch of existing art out there. Some of those art pieces looked pretty intricate so just curious how you were able to make so many so quickly.
From a gameplay perspective I think some tooltip popups or something for things you can interact with would have helped, but having previous knowledge of common keyboard buttons for games was enough to get me through. Although I actually didn't finish the final room, I was walking around and saw a seam in the wall, thought maybe that was where to go and ended up falling straight out of the world! lol
Thanks for playing, the build you played wasn't fully complete and we have since added some guard rails to that level so that you don't yeet yourself into the inky deep. We've added an additional larger level although it was unable to be fully completed (We really thought it was going to be 2PM PST final submission time instead of UTC. Big oof!).
Thanks for playing! There definitely are a lot of controls, I just kept playing and thinking "wouldnt it be funny if you could do...". I think in the game jam format that makes it a much more overwhelming thing to engage with since we have to dump so much information out to you so quickly. Either way appreciate you giving it a try and glad to hear you had fun with it!
Hey, thanks for playing! Glad you had fun with it. I understand the game jam response, I think the tough part there is we had a fairly playable version about a week in and that grind mayhem level was available. I did a lot of play tests watching people just pick up the game and start going. Even had the controls screen ready for them and broken out to show how most things existed. It really seemed like people needed a lot of extra support to actually get meaningfully going in the game. I think it's because just how many controls there ended up being, but the best course I felt was to ensure people had learning resources to make sure they understood that core and could engage more with the larger levels we had.
I do agree a more polished final larger level definitely would have been great for more advanced players to really sink into the game though. Definitely could be a reasonable takeaway that next time we accept a large portion of players are just going to bounce off since they wont want to read the controls or experiment. Or, the unthinkable, LESS SCOPE! But how can you possibly hold yourself back from all your funniest ideas! Definitely do think though for the game jam format we probably bit off more than we could reasonably chew in the time frame.
I liked the art in the game, the player taking damage animation looked good. I'd really recommend adding in some minor sound effects as it can really make a game feel so much more alive. There are some really good resources out there so you can generate a lot of good sounds without all that much difficulty!
Fun little submission, they said "Slay the spire map" the game. I liked the music and the ending, do think the UI in the actual game could have been improved a bit cause there was just a lot of information thrown at the player on hover. I think actually providing less raw information to the user like the % chance of things happening could really elevate it.
Very cool vibe to it from the art direction. I did find it a bit confusing when it came to actual gameplay. I mostly just like spam click deleting chat messages. Maybe changing the penalty from losing money (which honestly I didn't notice how much money I was gaining or losing from it) to instead be you cant delete another chat message for 1 second or something when you delete a good message.
Thanks for checking it out. Fixed most if not all issues you noted, definitely a lot of controls by design, still a lot of work to be done on the game so I hope you'll check it out as more is added. Lots of general polish for visuals, and a larger more interesting level is almost complete. Mostly hoping to see if the movement is enjoyable to people right now

