This game is awesome ! Congrats on winning Brackeys !
0xNil
Creator of
Recent community posts
Nice idea for GMTK. I liked the fact that you don't simply loose at the end of the countdown, but it only makes your task significantly harder, so you still have a few seconds to rush the last enemies and escape.
I know you don't want feedback on art, but I still wanted to share some easy points to improve : replace the default font and replace the native button, even if it's only a 2 minutes sprite but that fits better in your game.
A thing I liked is that even if the gameplay is simple and easy to understand, the skill ceiling is improved by many mechanics : good acceleration and decceleration curve, with the right positioning you can hit 2 enemies with one attack, and the punishement if you try to time the attack perfectly.
The HP bar felt kind of unfair because it was still displayed like 10% of it but I still died.
Most important are the items. First of all, I didn't know I could only choose 1 of them not take all 3. But it's also hard to understand what are their effect. I understood the heart gave HP, the circles gave damage, and the milk (i think) gave speed ; but only after carefully experiencing. I think you should make the icons more self explanatory, or add a title / description to each of them.
I think you should add some way to see how much have you damaged an enemy, either by adding an HP bar for them, or a color change. For balancing, I think it became hard kinda fast, I think the difficulty curve should be smoother.
I had fun playing this, good work !
EDIT : I enjoyed the music, but I wish the better part of it came earlier, because the beginning is by far not as good that later in the track.
Oops, yea, "platformer controls" text was a mistake when we were rushing during GMTK.
"seems off with the RNG" We had an engine bug that caused a huge RNG bug (you would only be able to play 1 minigame), but it's fixed now. Even if what happened to you is probably just a coincidence, I will add a system to prevent the player to get the same minigame twice in a row.
For the timing game, I think it works well, the only problem is that only the center of the cursor counts for color detection, so the cursor should probably be smaller to be more precise.
You confirmed our doubts about the timer, we will move it at the top of the screen.
Thanks for playing !
Very cute game ! Nice 3D graphics and smooth animations.
To be honest, the 2nd day, it seemed like the map was much bigger, even if I believe it was the same. I just went further with less guiding and got lost, unable to come back neither to the lake or to the place to sleep (it's mabye a skill issue, I never play this kind of game).
Nice dialogues, couldn't do it to the end but the story chained well. Some things aren't very clear but that's a good thing, and we always understand at the end.
Mabye some hints in critical situations at least the first days would help (mabye only in some optional "Assisted Mode"). It's fun, always exciting when you find something new.
Music fits the game well !
However, I think controls need a rework, as well as the bottom-left UI that felt messy to me. I think you should be able to move the character with both Arrows & WASD camera with mouse. I found the dialogue / item keys confusing and I think it's possible to use less keys. Customizable keybinds would be a nice add. Also, I didn't know I could drop an item.
Nice game !
Good tutorial. Very intuitive and satisfying.
Arcade mode is a good add. I took some times learning all the items + upgrades. At some point I got bored because there was no time constraint or anything that kept me in.
A thing I didn't know is if the items were permanent, and that I could sell them. But I discovered it by clicking around.
Using mobile controls wixth a trackpad (like said in description) is good. I think you should make it like this for trackpad, but also allowing to cut with a keyboard key, and make the cutting trigger zone closer to the roll, because on a trackpad you are more precise than on mobile. Very intuitive controls.
For art, you did a good job. I'd say to move the Pause button and the "place for next paper roll" so Pause button isn't on top of "place for next paper roll". I think you can improve the toilet roll animation at it's a core part of the game.
I wasn't confused by any UI. I really liked how looked the combo system.
Nice music. It turns out to be an interesting idea. I look forward to what you will do in next updates !
This was so much fun !
Ahhh, the title is too long... more seriously, my only problem was the freezes. I'm pretty sure it's caused by some memory leaks.
For gameplay, it was just very fun, good mechanics, the game was easy to understand but has a high skill ceiling, very good. I took some time to realize I could double-jump. I don't think you should change the hold mechanic, because in this way, you should time your double jumps.
I think homing rockets became too powerful at some point, and there was no point in keeping moving, that's a very important thing to balance.
Mabye you can add a game over screen, I don't know if there is already a win screen.
Now, for the art, the thing you asked feedback on. I really like the current artstyle, it makes the enemies look alive. I think the main character needs more work. But most importantly, the biggest improvement you can make is consistency. You should try to keep a consistent palette (in a way to always have enough contrast between BG and characters). In addition the background's style was very different, it's good, but I think you should rework it. A good example of this is the title screen. Also, mabye add some particles like mabye tiny one when you jump, land, etc.
I think the UI can be more visually appealing, more juicy, more polished.
The music is just a banger !
Very good work, very fun concept. It is definitely worth it to continue working on. Good luck !
I like this kind of puzzle games. That's not easy to make new levels, because each time you have to think about a brand new idea. It reminds me EnigmOn, a nice puzzle mobile game.
The Level 2 was nice, mabye too easy (I think it could have been improved by having 4 sentences in the text, the first starts with "D", the second with "O", etc. It would be still solvable, but less obvious).
The Level 3 too. I was almost able to find out myself, but I still needed 1 hint. I think the difficulty was perfectly balanced.
I also found every down in the menu. So it's 10 legit downs.
Then I felt so dumb needing the solution for the Elusive 12th Down, I like that kind of easter egg.
The Level 1 seems broken however. I wasn't able to solve any word at all even with the solution, I don't think anyone can figure out it by himself. Also kind of messy in comparison with other levels.
Apart of that I really liked the music, both tracks.
The art is simplistic but of course they will come after the concept, so at the beginning I didn't expect such an interesting game. I think you should really continue working on this game. Good job !
We didn’t take inspiration from the game you are talking about, but they are very similar.
Procedural generation is probably overkill, especially because we should adjust the time limit accordingly. But more levels are coming after the jam.
Odd Portrait will get an option to speed it up, idea came from another comment.
Thank you for playing !
Very detailed feedback, thank you so much !
You confirmed most of our doubts in general. I agree with all the minigames stuff, we will add a text « Find the unique one » at the top of the screen in Odd Portrait so to fix the confusion.
Your idea about speeding up is amazing, I think we are definitely gonna implement this. That’s fun because my inspiration for the minigame is inspired by a game that speeds up with time.
Thanks for playing.
Sorry, I can't rate, the game keeps crashing after a few seconds of playing.
If I can give you a bit of feedback, the tutorial was pretty nice, but you don't say you can also just move with WASD (I thought I can only dash to move). Also, I'd recommend you to support as many control schemes as possible.
The game looks clean, sadly, I can't play it :(
Very cute artstyle.
I think the SFX really improved the experience. The background sound, are mabye too silent, but that actually fits the vibe of the game.
I think you can add some polish elements, like mabye make the enemies rotate when falling when you hit them.
I wish the game was longer. Anyway, good work on the jam.
Really good and clean game. Everything from the color palette, artstyle, little polish elements, music and SFX worked together very well.
I don't have a lot to say, the game was very satisfying.
The only thing : I felt some delay to activate shield, seems like it's the time for the animation to complete, I died many times because of that, and was kinda frustrating.
Really good work !
The game has nice visuals.
I'd recommend you to support as many control schemes as possible : arrow keys, jump with W instead of Space, etc.
The camera wasn't following the platforms vertically, and that caused the player to play only in the 20% top part of the screen sometimes, when platforms were high.
Nice music, but no SFX sadly (or mabye I don't hear them ?)
That's a pretty fun platformer (mabye a bit too easy because of the mechanics)
Reminds me of Snake.io game :)
This game makes a good use of the prerequisite.
I think you can improve by :
- making the little arrow/head more visible
- make the camera in a square shape : so it's as hard to dodge no matter in what side you go.
- make the game a bit more dynamic, mabye more enemies but coming slower, so you don't have to wait for an enemy for too long
Even if I wasn't able to score more than a few points, this was nice !
Good game idea, the growing mechanic is nice.
I found the obstacles sizes incoherent like how can you absorb a tree but not a rock, even if the rock is way smaller, but you get used to it after some time.
I wish you added some visual signals when the ice cream powerup or the thunder's effect ends.
Also, as you seen in DC (my 521600 highscore), adding more houses or obstacles at some point in the game would make the score more a matter of skill than time.
Apart of that, I really liked both powerups.
I feel like a lot of work was put in the sound design, it gives a very good atmosphere, and the SFXs make the game even more alive.
Good job !
I liked that shooter game. The button to change weapon is definitely a plus.
Nice minimalistic art. I liked the background color change even if it's just simple dithering.
However, WASD / Arrows weren't listed in the Controls. The boss's HP didn't seem to go down when I attacked it. And sadly, there is no Game Over screen with a Restart feature.
The music was pretty good, but the volume was too low, especially in comparison with the SFX.
Fun little game.
Everything is the game was smooth and juicy. The concept was unique and fun.
Lovely music and artwork.
The game was pretty chill too. I lost after 500 kills because I uncaptured the mouse cursor during a wave, and after that I had no way to make the game capture my cursor again.
One thing about the "Regen x% of HP per second", the problem with it is it works even if you don't fight and keep hiding, and the worst with it is that you also regen in menus, and the problem is that the player might wait in the upgrade select screen for 30 seconds just to wait to have full health (basically : if you give a safer but less fun way to win, the player might use that way).
Another minor problem is that the bounds are a little bit outside the screen, and long-ranged enemies can stay there while you don't see them.
Except this minor problems, that's amazing game !
Extremely polished game as always ! I liked the concept.
Also, the background effect is very nice. I'm curious about how does it work. Is it some base texture with Chromatic Aberration + Heat Wave effect ?
SFX and Music were good, but the only problem is that if you haven't focused the iframe yet when the game starts, the music will never start, even if you only have to set a check in a Step event in GameMaker :
if !audio_is_playing(Music) { audio_play_sound(Music, ...) }
The game was very fun !
I like that game, the concept is fun. The game was pretty difficult with all these cars, I wasn't able to finish every level, but I believe that was a way to counter the buggy car's pathfinding.
The controls felt pretty great, nice chill music.
Some things you can improve about coins :
- The Coin Collect SFX was getting a bit annoying after some time. You should randomize the pitch so it gives more variety to it.
- The blinking coins idea was good because I almost couldn't see the coins when they were white especially in the first level, but I think you could have made the coins already yellow/orange/gold and the blink would just change the color a little bit (yellow -> orange mabye) as a polish element (could even be 1 coin per one).
Good job... also, thanks you for the playtesting !














