I love the art, the stark black incorporated in all the tiles makes everything feel so... I dunno, intentionally designed? Which, I mean, of course it is, but it just feels good, is what I'm trying to say. Never met a wall jump I haven't been able to fail to execute, but even I could do this one and get where I wanted to go most of the time!
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kumo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Authenticity (or, Creativity in use of resolution) | #29 | 4.312 | 4.312 |
| Gameplay | #36 | 3.562 | 3.562 |
| Graphics | #37 | 3.688 | 3.688 |
| Overall | #41 | 3.750 | 3.750 |
| Audio | #42 | 3.438 | 3.438 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Biological Restrictions - Penguins can't fly, but in kumo one lone penguin defies the odds and learns anyways.
Tooling
Trying out a new engine called Usagi. It's pretty cool, really lightweight and good for prototyping and small games. Like a little more upgraded pico8
Comments
11:28!
Man this is great! Distinctive look and feel, a satisfying level of difficulty, and the low resolution never feels like a strain. Feels like this is exactly what you meant it to be. Well done!
It's alright. A tight and simple map compensate for some difficult controls. The lack of coyote time in particular was a bit frustrating, and, in many of the rooms, would've transformed the game from a tough platformer into just a relaxed open world game, like Knytt. There were also oddities in some rooms which kind of built up a sense of secrecy but were just genuinely unintentional...
Like, it's possible to get back to that room with lantern blocks covering the right exit without holding the lantern, and you can't go through that gap. Or how the room to the left of the two trader penguins is totally possible without the pickaxe, I thought it was just an interesting puzzle - but it was impossible to get back and I had to restart. And how you couldn't walljump back up through some "tunnels" which was kind of confusing and surprising.
I finished in about 15 minutes, and a lot of that was spent wandering about the open world. Swapping out items is a fun idea but it required me to keep a pretty complete mental map (which wouldn't've been as difficult had there been a minimap.)
For all I had to say about it, I think it was a fine short game with appropriate depth and flavour, and definitely impressive for just 2 weeks.
Such a cute little character, easy to read, easy to play. Really fun !
the game is very cute, but also very enjoyable. rare to have both in the same package. great job!
On the short list of best presentation for the jam, both the characters and environments look pitch perfect, really great stuff. The mechanic of gathering keys to buy new items was pretty addicting. Some of the platforming feels difficult for the wrong reasons, trying to optimize my usage of the coyote time rather than executing a satisfying sequence of moves, but there were plenty of fun platforming moments as well. Great submission.
Simple graphics and good use of resolution, but for my taste in this type of game, this map being so huge gets extremely confusing, a never-ending maze. Perhaps that's the point.
What a great game! Finished in 17:02 first try (and i’ll be back to beat that, once ratings open).
I love the minimalist communication style. You say so much with so few actual words!
You’re taking gamepad input, but it seems only for the dpad and no buttons? That’s unfortunate; I use a cudgel at the OS level to have my gamepad masquerade as a keyboard, but it can’t work when the game reads gamepads partially. Any chance of getting those buttons fully mapped before tomorrow?






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