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CasperDahlinHolst

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A member registered Feb 15, 2022 · View creator page →

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You're not alone! I messed up the tutorialization, you're supposed to bounce in the pit. Hope you still enjoyed it!

There is so much quality and good ideas here. I liked it a lot. I did end up rage-quitting after the 10th try of (what I hope is) one of the more difficult levels. I think I could use either a few lives or checkpoints, because the difficulty gets brutal. I also didn't understand the villager gates, really. They just feel like blood orbs you have to wait for, even though they are different thematically. Still, really good entry. I also really enjoyed the character controller, both the feel of it and the animation. It is so damn stylish, makes you feel like a predator. I also leave this note on most platformers, but an option to jump on W/up would be appreciated. Also, out of curiosity, what thoughts went in to designing when the player gets more blood points? Tying it into an invisible coin counter felt a bit odd as a player tbh. 

And I'll give you a few backseat developer ideas: the blood points could be multipurpose "health" and movement. Killing the villagers could give you sun immunity. When you would die from the sun is a little unclear, and happens to be the death that made me stop (up high, where there is a blood orb in some sunlight after a long acrobatics challenge)

But that you made this in 96 hours is a wonder, really good job dude.

Thank you for playing, and for appreciating the parts I'm most proud of!

I actually think the minigames themselves are almost perfect, I wouldn't want to change anything about them. Pulling out the debris is sooo satisfying, but I think chasing down the rats felt "janky" due to the very horizontal nature of the strike. Switching between levels was probably also what got to me. I am also unlucky with this jam in general, I think, because time-limits stress me out, haha, but it does fit very well here. But I think the game could be carried by being even more narratively focused? I was hooked from the very beginning in that regard. I could see myself playing a version of this that is less "intense", and more focused on the quality of the tasks performed, rather than rushing to perform them. I might just be the wrong target audience though. Hope you gain something from my ramblings. Thank you for making the game, and participating in the jam!

I see the error of putting it there now, haha. My playtesters kept failing the bounce due to the variable jump height, but I absolutely see how confusing it is. The pitfalls of trying to do Valve-style tutorialization without enough playtesting. Glad you made it past, and thank you for playing!

You did such an amazing job with the visuals and sound. The gameplay itself could use some work, but in 96 hours, I am in awe. Good job!

This is so well made, especially the aesthetic and art. The actual feeling of the time slowing down until the game over is an experience, and huge kudos for that. I still can't help but feel "tedium" is a word that comes to mind of the gameplay, which is a shame, because this is SO WELL POLISHED. I think you should be proud of yourselves!

This is simple, elegant, polished and cute. I think you should be proud of yourself. I think there is so much room for more puzzles.
And while the gameboy frame actually was a really nice touch, it did make the  playing area annoyingly small. It didn't negatively impact what you've made though, good job!

This is super fun. Flinging the grapple far, and praying, feels gooooood. Good amount of polish, though I wish the character had been slidier, so I didn't lose momentum when I touched the ground. With a more zoomed out camera and tighter movement, this would be a banger speedrun game

I took a big risk not explaining it, it is kind of a puzzle in itself to figure it out. You have to bounce the ball in the pit!

Ahaha, I had too many painful playtests, so I realized I had to add that option. But kudos for beating it without!

I also took big risks not explaining everything too much. I'm glad you figured it out, thanks for playing!

If you wanted more, I'd call that success. Thank you for playing!

Thank you!

The descending order is tripping me up, but in a good way. Very interesting, good execution. Be proud.

What is this, 2024? Absolutely "Built to scale" concept. I feel like the gameplay could have been bound more to the theme. I really like the art, it is very charming. I see a lot of polish and thought, like the soundtrack changing when being smaller. 

I think this idea is really cool and unique, but the communication of what each sheep does is lacking. There's just a lot of head noise when I have to mouse over them all for details. The style is completely on point though, might be the most polished I've seen yet. I think you should be proud of yourself!

This has the bones of something really interesting and unique. It is absolutely an accomplishment, and you should be proud.

This is the greatest gamejam tragedy, because even as a tech demo, this is fun. You were cooking.

This looks interesting, and I would love to try it after the rating has finished, if you could do a web or linux build.

I dig the style and I'm jammin', but idk how to even get past the first level. I get to the black entrance/door and nothing happens. I might just be stupid though.

I love this idea, I wish I got it myself. I'd say some more polish would be good, but there's already so much stuff and polish, you can't expect more from 96 hours. I am really impressed. If a cleaned up version is released, I have two wishes: more sounds and jumping on arrow up! ("Hates-to-jump-with-space-in-precision-platformers" unite!)

The final boss area is a really nice touch, it was a lot of fun. The upgrades were also interesting, though they felt a bit min-max-ish, would be fun to steal more of the consequences from something like slay the spire. Overall really good job, I like it!

idk what you were smoking for this idea to peek out, but I'm glad you smoked it. Really fun idea, really good collection of mini-games, cool art style. I think you did an all around nice job!

The cutest idea yet. I am adoring the style. Perfect scope for a gamejam game, and brilliant execution!

I really like the artwork, though I found the platforming to be a little lacking. Consider letting players jump on W/up also, I feel stilted using space in a precision platformer.

Holy damn, this is stylish. Good job!

At first, I didn't realize you could stop the feathers from falling, and just thought you were an absolute sadist. I got smarter tho, but it didn't get that much less stressful, haha. Idea and execution are spot on. Good job!

This is an amazing idea, and I think you executed on it really well. It is hella difficult, and I gave up after getting the slide, and making my way back to the other side. That platforming section is just way too hard for me. I still loved it though, good job!

I thought this looked really cool, and I like the idea, but I think the moment-to-moment could use some work. A thing that annoyed me, was the size of my own hitbox, in relation to the pivot of the clock hands - so if an enemy approaches from below, I am disadvantaged. Amazing job on the art, though

This is a banger, I was absolutely jamming. The concept of "kill to stay alive" could have been clearer, but I like it.

I do not like this duck, its smug aura mocks me. Neat submission, fun idea, cool to see someone using PICO-8.

This is painful, and I mean that in the nicest way possible. Horrible idea for a game I would play to relax, absolutely amazing idea for a jam game for the player to experience. The style and polish are superb, I think you did a really good job!

This is very interesting, and it hurts my head after 4 days of game development, but very nice with all the polish. I only played until level 5 in the endless mode, but I still don't feel like I completely understand the rules.

The idea of having a limited "currency" of platforming ability was really interesting, it is a shame you didn't finish it up.  I see potential.

I think it's a very solid idea from the beginning, but my advice (which isn't worth a lot) is to scope way down for a gamejam. A jam game about only the grabber could have worked really well, and would have given you a lot more time to polish, which is somewhat lacking - but huge congratulations on finishing with an actual game!

Very simple, fairly well-executed. Once I understood what it was about, I was under a spell. Deforestation Simulator 2026, game of the year.

This is extremely well polished, but also ends up being fairly repetetive. At first, I thought it was just a super meatboy clone, I didn't realize your other chickens would have an effect on the world, but when I realized that, my mind was a little blown with the concept. I just wish it was a few shorter levels, because doing the entire preamble so many times gets a little old, especially because the controls aren't as tight as they could be. Really well made game though.

This is probably the most creative main mechanic I've seen this jam! Sometimes it felt a little buggy, or inaccurately timed, but that doesn't take away from how great the idea an execution is in general. Really good job!

I love input-based replays, and I think this is a good use of it. This is really good for 4 days!