Thank you very much!
JimDodd
Creator of
Recent community posts
The game has good bones, I enjoyed smacking the crab and his attitude was funny. I wish I could dodge the crabs attack with a well timed dash to get more cash / damage off before having to return though. At a certain point I was just like "why am I running at all?" Because it was essentially an incremental clicker game with extra steps (literally) but the polish and humour made up for it alot.
This has alot of potential, the game already has alot of polish in its interface, character select and animation. The actual moment to moment gameplay needs a bit more juice (imo), but other than that this felt very nice to play. You guys should be proud that you produced this in such a short span of time. Incredibly inspiring.
The character is awesome, the art, sound and presentation is generally very nice. FInished the game satisfied. I feel like the screenshake on landing was a tad excessive, I really enjoyed the block breaking jump and wish it were used more. With a bit more polish I could see myself happily playing through a longer version of this. Thanks for the little experience :)
I really enjoyed this. exploration was well considered, each powerup made me ask questions about the environment and how my new abilities could be leveraged. The small narrative was serviceable and interesting. Sometimes I felt like the big jump got in the way of enjoying the vibe. I think I would have preferred if the big jump was chargeable rather than a static value (Really my only pain point.) The mysterious music and sense of exploration / discovery really sold this for me and I finished it wanting more, and I usually dont play these types of games.
Thanks for the little experience.
Thanks for playing, stopping by and sharing footage! I'm happy that you enjoyed the grazing mechanic and the artwork.
As far as i was aware the theme of powerups was more inspirational and didn't need to be strictly abided by, (as per the jams description). I interpreted the mandatory limitation of "ridiculously overpowered" as a dudes first jump being insanely powerful and never ending, though I admit this can be somewhat lost in translation during gameplay.
Also I'm not really sure where input delay is coming from, I'll have to look into that for the post jam patch, thanks for bringing it to my attention.
Thanks for playing dude, that early section could definitley be spaced better. You are meant to bounce to the platform to the left and then roll back onto the mushroom from there (I can tell you had the solution by the end). It was kind of meant to throw you off, but in retrospect, its the getting back to that part that takes too long and could have flowed better.

