I walked backwards out the door and fell into the void forever, 10/10
BadRAM
Creator of
Recent community posts
This is really nice! Restarting at the end and seeing the difference in color from start to finish was really surprising, I had no idea it'd changed that much. I really like that the trash in the back of the boat is the actual trash you picked up, it reminds me of katamari damacy. I think it'd be cool if different parts of the level had different types of trash so you could tell where you've been from the contents of the bucket, or maybe have a score bonus for dropping a load of only plastics or only metals.
cool music! I felt like I should be able to shoot on every beat but was a little disappointed in that regard. The intro cutscene and art is compelling, and the core mechanic is clever, but I felt it was let down by poor feedback in combat. How fast do I need to click to keep shooting? Did my bullet hit the enemy, or the wall next to him? How close can I get to a bullet without being hit? The answers to these questions were unclear even after playing the game for a few minutes, which made the gameplay frustrating.
wow this is awesome! Really hard though, my best is 504. I found the fullscreen tilt a bit nauseating at first, it could definitely be toned down a little. It feels like obstacles usually appear too late for me to react to them, I wonder if the game would feel fairer if the screen were wider, or if obstacles had indicators at the side of the screen showing where and when they'll appear.
This is really good! My best score in timed mode was 4880, and I wasn't quite able to make a tier 4 gem. In unlimited mode I couldn't get much further, only 5110.
I think my only criticism is that I wish I could start drawing my next merge during the clear animation of the last one, sometimes I had a combo in mind and felt like my inputs were being eaten.
Reminds me of this other submission: /jam/raylib-6x-gamejam/rate/4753810
By comparison, yours feels a lot easier, even clicking randomly it seems like I can't lose unless I clog the board with unused queens. Playing that one first also conditioned me to misinterpret your bottom bar as a queue like in theirs, instead of as a bag. Eventually I also hit the Meadow Miracle/Queen loop, which softlocked my game.
Really clever idea! I saw the first screen and thought: "hah, a platformer with hex tiles, am I gonna bump up and down constantly on flat ground?" and was immediately pleased to see that was the case, and that it was a core mechanic of the game!
I didn't manage to beat the game, the puzzles were too tricky for me, and the control layout wasn't ergonomic. I kept forgetting which key was which and having to move my hand all the time distracted from trying to solve the puzzles.











