Thanks for trying the game!
Fenderio
Creator of
Recent community posts
A survivors-like squeezed onto one line is such a fun idea, and enemies flying off screen when they die is really satisfying. The little arrows for whoever is coming from off screen help a lot too. The XP gems seemed to stay where they dropped, so I wasn't sure if I should walk over to grab them or keep turning to shoot. A small pickup magnet might help early on.
Flipping a lightning bolt between ZIG and ZAG fits the theme perfectly, and the little +3 close popups and chain counter make every graze feel good. Orbs sitting on the ideal line are a nice hint for where to go. I kept clipping the walls in the first 20m though (best was 18m, ha), so a slightly wider opening stretch might help new players find the rhythm.
The rap battle with the orcs got me, picking the line that actually rhymes is such a fun twist. The first-person pixel art looks great too, and making friends for loot instead of fighting feels nice. When the Karaoke Crypt fight started, the big room title was still sitting on top of the ghost, so for a moment I couldn't see what I was clicking.
The calm mood really works, and growing a root down toward a hidden spring is a nice spin on one-button zigzag. Got both drops on level 1 and then clipped the last stone right above the spring, ha. The angle is pretty shallow so it took me a few tries to see I had to plan turns way ahead. A faint preview of the next leg might help early on.
A blueprint taped to a desk is such a cozy setup, and the PERFECT stamp with the lightning strike is a great payoff. Love that you can mess with everything on the desk too. On level 2 I had a hard time telling which way the elbow pieces point, they look a bit like little propellers at that size, so a thicker wire on each tile might help.
Juggling a single beam between boats is a lovely idea, and the moonlit islands under the aurora look great. It took me a moment to get that boats only move while lit, and then I switched off boat 2 right before it reached the harbour, oops. A small arrow on each mirror showing where it will point next would make switching feel less like a guess.
Getting LittleJS to do 3D like this, with the bloom, the nebula sky and the ship model, is really impressive, it looks great. I only got through 1 ring before slipping off the fold, the bends came quicker than I could read them on keyboard. A few easy, wide rings at the start to learn the steering would help a lot.
The app's GPS sending you on a silly zigzag, while every shortcut costs you its trust, is a brilliant idea, and the gig-app touches like daily shifts and rising rent are spot on. I steered into a wall pretty quickly and the camera swung up over the building, which was a bit disorienting. Really fun take on the theme.
Must-turn zigzag tiles are such a neat twist on the link-the-pairs puzzle, and I really like that colorblind mode and a motion option are right there on the title screen. The animated how-to-play pages explain the rules clearly too. Reading that crossings with tick timing show up from level 17 makes me want to push on.
It's kind of relaxing watching the bullet bounce and the money tick up. The first upgrade felt far away though, another ball is $250 and I was getting about $10 a bounce, so a cheaper first buy would help hook people early. The "Where would you like to go?" text at the start also confused me a little, I wasn't sure I had to click inside the box.
This looks beautiful, the golden wake trailing behind the ember on the dark water is such a nice touch, and the Calm waters option is thoughtful. The one-button switch feels good. I clipped a reef early on and it took me a second to realize I'd been sent back, so a slightly bigger moment when you lose the flame might help.
The ruined garden looks gorgeous, and I really appreciate the settings: game speed, reduce flashing and vine assist are rare to see in a jam game. The Seed Dream lessons ease you in nicely. I only got through the first few lessons so I haven't reached the vine swinging yet, but the running and double jump already feel smooth.
Turning the classic zigzag into a speedrun with WR/gold/silver splits and a wrong-zag skip is a really clever twist, and the little glitch effect when you fall looks great. I died within the first second a bunch of times, ha. Maybe Practice Mode could be free from the start so new players can learn the corner timing before chasing splits.
Heads up: the game ran really slowly for me (Chrome on a Windows laptop). It sat on the GO! screen for about 15 seconds and the in-game timer barely moved, so no trains ever showed up. Other entries ran fine on the same machine. The neon zigzag track layout looks cool, I'd love to come back and play it properly.
The colors coming back as you grab each gum is such a nice idea, the walls slowly turning pink on level 1 made me smile. JellyBoy reads great with just shapes too. I kept bouncing between the two walls and never quite landed on the door ledge, so the first level could maybe ease you into that move a bit more.
