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JoJoDeath

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A member registered Apr 16, 2025 · View creator page →

Creator of

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I didn't think limiting the respawns like it was "ammo" was useful, as I wanted to give people the freedom to approach the level how they wanted it. That said, I think it might make for some interesting mechanic for some specific levels, so I'll see about implementing it!

I didn't think to add enemies just yet, not enough time for that during the jam. But it's a fun potential future direction! Thanks for the compliments, I'll see if I can do something with the enemies :)

I fully agree on th death screen, a common feedback I'll be sure to fix in a future version or in future games!

But the "skip the timer" does defeat the purpose of the gamejam theme of "count down". I did consider it, but decided against it. Perhaps a way to speed up the countdown could work? Idk.

Fast paced, fun, definitely looks like a fun time of stress

Love the idea of fighting the countdown by beating the clock literally. Though there do feel like there's a few too many mechanics at times, it's what makes it fun!

What a silly game. Feels like it would make a great party game with friends

While I adore the artstyle, the gameplay was frustrating. The small bolts in the gear mini game are almost impossible to grab and shake out properly, and I found the time slowing down was more of an annoyance and frustration point than a help.

Mochi is the best boi out there, even if he destroyed that parcel. Loved the coziness of it!

Love the idea that everything you do is a resource that all runs out if used. Very creative, and very addictive!

This is so addictive, very well made and I love the depth and artstyle to it!

Interesting concept, but it was really all over the place, and most levels could be beaten while not caring at all about enemies or platforms. The boss wasn't too difficult either, standing in one spot and spam clicking. But I do like the concept and think you can make something very fun out of it!

I like the game but I'm not so sure how it relates to "count down"... also found it a bit weird how you can't use prompts from other timelines in earlier timelines to alter the course, but that's probably because it's a gamejam game

Great artwork, but the gameplay doesn't really support it too well. I like the silliness of it though.

Can you elaborate on what part was hard to get? I'd love to improve my game design for future games! Glad you enjoyed it after figuring out the gameplay loop :)

Thanks for the kind words!

I wanted one that felt really like a rushed level, but that was surprisingly hard to make. Happy you felt the intended feelings there :)

I did toy with that idea and a "insta kill yourself" button, but felt they went counter to the idea of the countdown. Did you need it a lot? I might need to rethink that when making future games.

I especially sought them out to complement each other, and I even made some sprites to help it! Glad you liked them

Thanks! The stairs mechanic was really the only one implemented, as more features become too much for the time I had. Glad you enjoyed it :)

Really enjoyed this one, but the spike section feels very difficult contrary to the rest of the game, and more about precision than puzzle solving. Still enjoyed it though!

The controls feel like you keep sliding around so it was a bit hard to hit the jumps at times, but it's a neat little platformer with a bossfight that I had to repeat a few times to finish! A fun game, but could use some work to get rid of the bugs, as I encountered a few (running left at game start throws you out the level for example). Keep it up!

A simple but nice concept, had to figure out what the point was at first though, or how to get more villagers to get more resources. But once you have some boosts going it plays nicely!

note: score from BUU = 20.4

note: score from BUU = 21.2

note: score from BUU = 22

note: score from BUU = 22.2

note: score from reviews at BUU = 20.4

Still love to know! I used similar assets in my game, so was looking for more haha

Honestly a quite fun and neat little game. Monsters did get stuck quite a bit though, and spamming attacks/bow shots was quite OP. Probably should have made the levels pause too while text was on screen, sometimes hard to follow as you were being killed. Overall I enjoyed it! Where did you get the sprites from for the characters?

I'm a bit confused as to how the game is supposed to be played. It looks like there are multiple types of runes/moves, when I hover over one of my runes. But I can't seem to swap it out. I think a help/window would've been nice to showcase the way it works, or what the goal/rules are of the game.

I do like the artwork though. Not a fan of the "shop".

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A fun little game! Could've used some audio to make it even better. I like the idea of repeating the same thing over again (the loop theme), but the controls of the character feel a bit too float-y, as you can change jump and movement to easily, even while in the air. I like the fact that you maintain the buffs though, really interesting potential to built something ridiculous!

The .dll file seems to be missing, as you've only uploaded a .exe file. Did you include the right zip/download?

Ah, I loved this game as a kid. Used to play this all the time with my parents or siblings in the car to a holiday.

The music is quite loud, and not really fitting the theme, but I quite like it! What's the "loop" mechanic here though, save for making a "loop" with the 4 sides (more like a square tbh)?

The enemies were a bit odd. I'm not quite sure how they behave or try to attack you. Can you also attack them back like in mario? Or is it only dodging by jumping? Was fun to try, and it looks like there's a narrative tied to it, but I couldn't quite figure out what. Is it a timelooping junkie?

Quite fun, catchy music. Would've loved to have some feedback on the hits. The abilities didn't quite come through unfortunately. It wasn't clear if they were triggering or how/why they were looping. Perhaps an indicator could've reflected this better?