Love the cat sprite, the visual style, and the overall rhythm of the game. In my opinion, the perfect version of this game just has the player learning what all the different hand variations do and doesn't have the warning boxes beforehand. I don't know, though, that's just what I was feeling while playing. Loved the music too.
Conner Moulaison
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Love the art style here, the protagonist girl is such a cute sprite. The swinging mechanic was really fun, and used well in the level design. I did feel a bit stifled by the physics at times, wanting to get a little more momentum and airtime, but this worked well in some places and not in others. Great polished entry all the same!
It seems to be across the board with Windows users, at least that's my current guess until told otherwise. Unfortunately I don't currently have a windows system to debug the issue. It hasn't been updated since just shortly after the submission deadline where I fixed a couple of other small but game breaking bugs.
On the short list of best presentation for the jam, both the characters and environments look pitch perfect, really great stuff. The mechanic of gathering keys to buy new items was pretty addicting. Some of the platforming feels difficult for the wrong reasons, trying to optimize my usage of the coyote time rather than executing a satisfying sequence of moves, but there were plenty of fun platforming moments as well. Great submission.
I enjoyed this a lot. Some of the levels lacked some clarity with regards to their mechanics and/or felt unfair in an unfun way (sand, the final level,) , but a good percentage of them were very fun, with lots of variation and excitement to the experience as a whole. One of my favorites I've played so far.
The visual style is very charming, and blasting things with my cannons was satisfying. The music felt at odds with the vibe of the game to me, something more lively would be good or even no music might have worked better. The game's simplicity made it a satisfying treat, but I would have liked to see the experience expanded on more.
I'm a big fan of the visual style and the in-engine audio. A nicely restrained and solid gameplay experience, though sometimes incurring frustration when needing to restart from a checkpoint. Nice progression to the puzzles, action, and ideas. The high resolution room names is the only flaw in what is otherwise a standout usage of the central 64x64 limitation.
Thanks so much for playing and for the feedback. My girlfriend did the same softlock and I replayed the game up to that point for her. I thought I'd gotten rid of all of them, but apparently not. Yes, further design work was needed to communicate all sorts of things to the player in a more thoughtful way. I'm hiding behind the my-game-is-retro-and-therefore-unfairly-difficult defense.
This game has strong vibes, and the puzzles were interesting enough, especially in the latter half, though I do like the hobbit riddles too.
Walking around to cross-reference different bits of information at the end came across a little bit as tedious busy work, but the vibes were nice enough to tide me over through to the end.
Nice work!


