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(1 edit) (+1)

I think this is a really cute game, but I have mixed feelings about it. On the one hand, the animations, the pixel art and the sprite work was just gorgeous, especially the licking the space bar. Yes, that is in the game and it makes sense. The wobble effect on the spaceship when we bounce off of something, the bomb and its effect, the sun, all are done masterfully. The style and the color palette all had really good cohesion. However it may just be the shortcoming of my imagination, but I just had no idea what happened in the intro cutscene. It felt like a fever dream to me. An interesting fever dream with a well defined color palette, but nonetheless it just didn't convey what happened, which is a shame. Still, the art was this game's strong suite.

I really liked the gameplay, it was simple but it had a nice idea, the small levels fit really well with the limited pixels. At first I disliked how slow the acceleration is and how bouncing takes away all momentum, it felt clunky. After the first level though, I began appreciating its higher skill expression. I'm not sure how much thought was given to the level design and where we're intended to use the bomb, but it was really fun to just blow up one obstacle I did not like and just slip into the portal eye thingy in time.

This is something you addressed, but the addition of more sfx and music would've elevated the experience much more. That is the only thing though that I feel lacked polish, but other than that I found this game to be really well made and polished. Also I really liked the different death messages. They got slight chuckles out of me.

(One slight note, I may just didn't go far enough, but you should've definitely hid a secret in the ending room, why else would you let me get out of the map?)

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Quite the high amount of praise! I personally don't think this hunk of junk is deserve'd of all that.

I was trying to find a way to keep the game challenging in an interesting way and not lean on finicky precise movement. I imagine having more unique enemies, hazards, threats, obstacles, etc. could allow better challenging level designs. These levels were kinda simple boring mazes of sorts with a couple other things sprinkled in.

I suppose I wanted the main gameplay to be around answering the question: what section do I obliterate? I only saw two levers to mess with to even force this question to be relevant, those being: having the default level path(s) be long enough or slowing enough that the player dies to the timer (forcing a shortcut to be made somewhere) OR having all default path(s) be dead ends of sorts (again forcing the player to choose some place to blow to smithereens!)

The intro cutscene was attempting to show our alien hero sleeping peacefully in a serene forest, to then be abruptly woken back into the reality of their dull home (sorta by the player's input). Curtains start to fly open to bright yellow sunli... nope, the window is bricked over. Our hero sits up in bed, weirdly rolls forward to stand in bed, pause, faceplants back onto the bed. Crawls out of bed and domino flips to the wall. Flips a switch, which apparently opens up the floor to uhh space and the whole room gets sucked down with a surprise cow from above. Then there is some sort of outfit cannon with terrible accuracy that shoots our suited up hero off the screen into the game! Something like that haha. Couldn't get that one to a focus group in time. Or do much iterating.

I apparently had enough energy to implement the player having endless bombs in the end screen, fun idea, and why not? Adding some kind of fun secret to discover popped into my mind but I didn't care enough (yikes to have gotten to that state of being) to think of something.