Really solid entry, cool idea, and great implementation. My main complaint is everything was very dense/obscured. I had to guess a ton, and I'm guessing maybe I was missing a page explaining how certain things worked. A lot of stuff packed into 72 hours here, awesome job.
drahmen
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Yeah, I turned off the collision so the item could 'land' and it led to two separate minor bugs :D
1. OnCollisionEnter2D is triggered, which sometimes makes the item help 'dig' another object, which is hilarious, and
2. Sometimes the collection bugs out.
Thanks for playing! Crying Fowl 2 coming next time.
Phenomenal. Loved the experience. Very polished, very cool concept/story/ambience.
Minor feedback:
1. The hand movement is really slow. I realize that might be intentional, but after dying a few times (trying to understand the game), it felt crazy punishing.
2. The platforming and movement was a little jank. I realize you spent the time where it needed to be spent.
Cool idea, way, way, way, way too hard for me. Too many notes, too fast, and the colors being on/off and then swapping is just a ton. I think if the notes came at maybe half speed, it'd be approachable? Also agreed with others, the controls were a bit different, and I had a really hard time getting used to them.
That all said, I thought this was a really cool idea, and could be expanded further. The bit of music that I heard I really liked, and visually, I liked the overall presentation. Good job!
This was a cool concept. I like how you require the character to be invisible to be able to stand on the ledge - really solid level of depth for difficulty. I was expected this to be closer to a rage game, so I was pleasantly surprised when I was able to beat it without too much difficulty :D Nice entry!





