Hi. I'm not the dev, but the "Balance" thing when you press Space makes you immune to the sand.
0xNil
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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 !
I really like this game idea : that's a pretty simple horizontal Space Invaders like game, but the different modes, and the interactive tutorial made it even better.
The art was nice, the sounds were good too (mabye the SFX were a bit too loud sometimes).
A little thing is the contrast of the black ship (the enemy I seen the most often) : it's black on a black background, and the outline doesn't help enough.
I'm pretty sad you lacked of time to finalize the 2 other modes and some more enemies, but I'll for sure play them when you post an update.
Good game !
Very unique concept. I really like it. I wish you expand it after the jam.
That's nice you added dialogues and funny descriptions. The music perfectly fits the game.
Only one bug : clicking on ROM Hacks names makes you jump (for some reason, it doesn't happens at the beginning).
I found both endings, it was very fun to discover the different paths.
Probably my favourite game so far.

Very good game. Many mechanics are borrowed from mario, still a good work to implement them all + a few more (like the creative TV mechanic)
I really liked the art & colors changes for each world.
Also, thank you for not making us restart from Level 1 when we died three times.
A little story is always nice. However, it was too silent.
Even if the game is a bit too long for a jam, very good work !
Nice idea. Instead of the jump button, you interact with other elements.
The spike explosion SFX destroyed my ears. I think that happens because each spike that exploded plays the sound.
The artstyle was consistent (except for the player that stayed in pixel art). However, I didn't feel the retro vibes to be honest.
Good level design (even if you want to make it a little bit easier for game jams).
The concept is pretty fun.
Art is a bit too simple, but the effects made it much better. The purple attacks are hard to notice.
For the gameplay part, I think you should make the platform shake just a little bit sometimes, or mabye add some recoil to the shooting, because I found the perfect stability spot and could stay here, and that would avoid that situation. Also add or increase the fire rate limit. You can literally hold the mouse button and you fire so fast that you can just spam without aiming.
For the theme, I haven't got enough retro vibes. Mabye for the gameplay.
For some reason, the game crashed at 4 minutes 18. And there was scaling issues : the tutorial only appear on 1/4 of the screen, and while the gameplay appears on the whole screen, the red flash appears on 1/4 of the screen too.
The limitation added even more challenge to the game. And the hitboxes were at player's advantage, which was very satisfying.
Good work.













