Nice colours and designs. Was hoping there would be more levels, I quite liked the platforming!
FinnG
Creator of
Recent community posts
Very ambitious idea, yet you pulled it off way better than many of us could! The difference between 2.5D and 3D felt a bit superficial, but you made it work reasonably well (the guards attacking during the boss fight was smart!). I challenge you to come up with a way to make 1D mode actually useful!
What a fun and original concept! The keyboard controls were unintuitive, but for me that only added to the chaos and hilarity of the game. I didn’t try to reach for a perfect score, just tried my best to keep up and play around. I find the concept of photographer taking these terrible pictures and thinking "Yeah, this'll do." very funny.
The exploration was so cool! Knowing there's more out there, but not being able to reach out far enough and see it. At the end of my run I set out for the final unexplored marker to the north-east. Having it unexpectedly show up on the mini-map was so daunting! Felt like I was a real space explorer uncovering a cosmic horror. I think there's a lot you can do with this concept.
Great game, both the gameplay and presentation are incredibly sleek! The start of a run was the most difficult part, but it only got easier as more enemies got introduced (easier to get kills). The timer is really tight in a good way, it kept me on the edge of my seat. I think a boss fight with these mechanics would be really fun.
Super cute concept, was very happy to discover I could mount the horse. Would have loved to play more, unfortunately ran into some issues which made it difficult to continue. For me the biggest issues were receiving no feedback when correctly delivering a letter, and the letters being in reverse chronological order when carrying multiple letters. The idea is neat, the implementation just needs a bit more attention.
The first game I've played this jam which is actually about counting objects, and I'm surprised by how much I enjoyed it! Smooth controls and nice visuals. I kept playing till the game crashed, would have loved to see some stats about my run (like total time survived, amount of shapes counted etc.). The arena kept scaling at nicely spaced intervals to keep things interesting. But I felt that counting higher numbers does not increase difficulty at the same rate. Some ideas to increase difficulty: counting only shapes irrespective of colour, or vice versa. Or counting a combination of shapes like red stars AND (or MINUS?) blue circles. Well done!
So incredibly STYLISH! I had a smile on my face from the moment the startup logos appeared, right till the very end. The gameplay was very fun, despite essentially being a standard arena battler with a constant poison effect. I enjoyed the different weapons, swinging the axe around was my favourite. One of, if not the best art direction I've seen in this jam!
Those were some good puzzles, really got me thinking! I got through all the levels, there's some cool mechanics to play around with. Most of the later levels require a decent amount of back-and-forth pushing of bombs to get them down to the correct number, which made those solutions less intuitive. I think some of the level design could be improved simply by slightly adjusting the bomb numbers and positioning to lead the player into the proper direction. More of a "figuring out the incomplete setup of a solution" instead of "fully setting up the solution". But still very enjoyable!
Great concept and visually striking. I got all the way to the end by basically just spamming tornadoes and cascades, which turned a tactical roguelike into something of an idle-game (which I still enjoyed!). The connection to the theme feels pretty loose, but that doesn't take away from the sheer quality of your game.

