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A jam submission

Second TailView game page

A 2D platformer about two pet rats trying to get home across a cold city.
Submitted by para1992 (@parmuzin1992) — 32 days, 13 hours before the deadline
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Second Tail's itch.io page

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The submission period of this jam has not ended yet. Rating opens 2026-12-01 12:15:10.

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Comments

Submitted

I played the game for a while, and here are some thoughts:

Backgrounds and platforms: The backgrounds sometimes blend in with the platforms a bit too much, making it harder to distinguish what is part of the environment and what you can actually stand on.

Fun little details: The death animation genuinely made me laugh! I also loved discovering that you can jump onto the wheel with the squirrel inside and ride along with it. That was a fun little surprise.

Boss fights(

I’m talking about those guardian beetles in the boiler room that appear after you light a candle) and unclear mechanics: During the first boss fight, I instinctively tried to attack the boss from above, since that's where the opening appeared. Unfortunately, that only ended up hurting me.

After defeating the boss, two more beetles dropped from above so quickly that they took away my remaining 1 HP before I had any real chance to react.

On my next attempt, I managed to defeat all three beetles, but when the next enemy appeared, I died almost instantly, even though I was standing some distance away. I couldn't figure out what had killed me.

On a later attempt, I finally noticed the black shockwaves coming from the slug(?) and realized they were probably responsible, but I still lost.

After four attempts, I still couldn't defeat the slug. I thought I had figured out how to attack it by building up speed and dashing into it when he opened, but for some reason, my attacks didn't seem to deal any damage. I'm still not sure what I was doing wrong.

Overall, I think the boss fights could benefit from clearer visual feedback about attack patterns, hitboxes, and when enemies are vulnerable. Some deaths felt a bit unfair simply because I couldn't understand what had happened.

Visual style and presentation: I really liked the overall art style! The branching, stylized menu is also a nice touch and gives the game some personality.

Music: I definitely felt that the game was missing some light background music, or perhaps something more energetic in the style of Jazz Jackrabbit. I think it would complement the visuals and gameplay really well.

If the game were available on Steam, I might actually buy it to try playing it together with my wife when I'm on vacation.

Overall, I enjoyed the game's style, humor, and little interactive surprises. The biggest issue for me was understanding the boss mechanics and why certain attacks or deaths happened. With clearer feedback and some background music, I think the experience could be much more enjoyable!

Developer

Thank you so much for the feedback and review! Some of the things you described are already implemented, but haven't been published yet.

The beetle room is optional, and I'm going to remove all the beetles - that was an unsuccessful experiment.

As for the visual feedback, it's currently in development and I'll be working on how to flesh it out.

Once I fix everything you mentioned, would it be okay if I asked you to take another look at it?

Submitted

Yes, of course - I’ll gladly try again.

Submitted(+1)

Hey para1992!

I played the game up until the dark level

And I had a lot of fun! :) I do love platformers a lot, and love when they introduce original mechanics, so you hit a sweet spot for me.

I didn't immediately understand how to fight the beetle before the snail boss in the candle room, still somehow managed to get it, but then ran away with one heart when more beetles appeared. And then somehow beat the snail boss on that one heart :) I saw that the beetle telegraphs when it is open to damage (or at least I am reading it like that), but still struggled to figure out if I need to dash into it, or jump on it. Not a bad thing, mind you — it reminded me a lot about playing NES-era games at home with zero ideas on how to beat some enemies, and trying again and again :)

And even when I dashed into a crate, and fell down the pit, I did not feel the game is not honest — that death was 100% on me

I found an unexpected at first interaction: during the dash I can press the opposite arrow key, and the dash will continue to the opposite direction. Not sure if this is intended.

I missed some in-game music, especially during the boss battle

I feel like I will return to the game a bit later, really want to see what else you got there, since the trailer has shown some tasty things.

І, звісно, побачити Кривий Ріг було вишенькою на торті :)

Developer

Thanks so much for playing and for the detailed notes! Glad the deaths felt fair. Noted the beetle, the dash turn and the boss music, all going on my list. A bigger controls update is coming soon, hope you come back for the rest!

І дуже радий, що впізнали Кривий Ріг! 💛

Submitted

I see that I’m not the only one who ran into difficulties with the fight against the beetles.

Якось так по вайбу і уявляється Кривий Ріг тим хто там ніколи не був :D

Developer (1 edit)

Я місцевий і хотів висвітлити світлу сторону нашого міста!)

Submitted

Маю на увазі що я ніколи не був у Кривому Розі, і якось так по вайбу він і уявляється. Але це був жарт, в разі чого :)

Developer

Аааа, зрозумів

Ще раз велике дякую за фідбек, частину вже налагодив, бо сам побачив

Щодо музики - чекаю відновлення суно наприкинці місяця й розширю її

Щодо босів - це ділема, знайти баланс між казуальністю босів й розуміння як з ними битися - працюю над цим

Submitted

З жуками мені контрінтуітивним видалось саме те що візуально вони відкриваються зверху, але зверху ти їх атакувати не можеш, а потрібно збоку. Тобто вони візуально дають помилковий сигнал (принаймі мені). 

Одна з моїх смертей - спавн двох жуків, який був дуже швидкий, і вони моментально впали на мене і вбили. Часу на реакцію не було, і останнє життя було втрачене. Якби тут був якись захист, умовно що кілька секунд вони не наносять шкоди, думаю це б згладило цей момент. Як і першу смерть проти равлика, який мене вбив ще до того як я зміг побачити як він атакує. Ці хвильки що він пускає, я теж не одразу помітив.  

Developer(+1)

1. Так, я зараз активно працюю над ребалансом щурів, треба час щоб здолати це й зробити зручно
2. Ті жуки - то просто сміття, їх просто потрібно прибрати, то був невдалий експеримент
Я стабілізую все це й напишу вам коли запощу

Submitted(+1)

Great concept - using different mice, each with its own unique properties.

They’re a rather odd pair of friends, considering they start fighting whenever they’re left idle!))

Developer(+1)

Thanks a lot!)

Submitted (2 edits)

This is really beautiful executed! I thought it was reminiscent of 80s arcade games in a wonderful way. The art is great as well.

The controls can probably be cleaned up a bit? Arrows, space to jump, shift+arrows to attack, and Q to switch are a fine enough set. Then you get into E and F and it becomes a bit of a mental load. 

Still: I had fun playing. Kid version of me would have absolutely spent the quarter to play again.

I'm not fully convinced you need two tails and switching to make it work. You could just as well have one. And it's weird when they double up for a jump. But that's the premise, and I'm okay being here for it.

Also, dropped a five star rating on the game. :)

Developer

Thank you, this made my day! "80s arcade" is exactly the feeling I was going for. Fair point on E and F, I'll try to simplify the controls. The two rats are the heart of the story (they only have each other), but I hear you on the doubled-up jump looking weird, I'll look at it. Thanks for playing and for the five stars!