Super cute little puzzle game with birds and.. boxes that let them jump? I really enjoyed this use of the theme, and I found the entire experience very charming. I think level 5 and level 9 were quite the ramp-up in difficulty from the levels that came before them, and I missed out a bit on feeling those "AHA!" moments. It sometimes felt finicky picking up a block from a below platform, and sometimes id get stuck inside of walls or other boxes. aside from that, this game was lovely! "ONWARD!!!"
Luqey
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Really loved all the weapon variants, super impressive to have as many as you did within 4 days. I got quite a bit of lag for a bit at the start, and then ESPECIALLY with the angel blade, it made me lose instantly since it would freeze and I'd fall off. I didn't notice the statues being upgrades; I thought that was another attack radius so I avoided them like enemies the first time around. the art is beautiful and there's a lot of really great attention to detail with polish. I liked the music, but I think it would have maybe liked it to change a bit more here and there, but that's a nitpick! overall, really fun game with some great variety and fun systems and enemies to manuever around!
Thank you so much for playing and for the kind words! Been slacking a bit on replying to comments, but I'm glad that we were able to nail the aesthetic and vibe! We really just wanted to send people back to a nostalgic time of the internet when things were really silly and unconventional in the best way.
OMG!! Thank you so much for the lengthy comment. We really appreciate it!
All music was made by our composer, Mikel Dale! Most sound effects were also made by our Sound Designer, Paul Naser! There are a few samples in there, like the Wallace and Gromit CHEESE!!, but otherwise everything was made by us!
Carl's site hitboxes were a known issue that just got overlooked right during submission, unfortunately, but I'd definitely change how some of the sound effects play/hitbox sizes for the images across all sites.
Glad you liked the detail in each site! We really wanted to make each one feel different from the rest, while leaving some sort of tie-in from another site where needed.
> "why in the world does Carl have the link to Heaven on his webpage?!"
This is definitely something we would expand upon when/if we build out the game to a full release! We have some plans to explain more narrative stuff and tie in Carl a bit more, and give reason as to why he's "gatekeeping" the site. <3
> "it just felt kinda weird that Carl was the only website that showed up when searching stuff in the bar."
Absolutely agree! We wanted to add more search results!! but we added that feature honestly a bit late into the jam, and realized if we added other sites that were supposed to be gained through progression, it would allow you to skip a LOT of things. We had a few ideas where you could only search for sites you've been to before, or, if we had more time, we'd create a lot of extra pages that you can search that would be noted in/and across darnells, the wolf board, etc.
> "I kinda didn’t like that part of the game required exploring beyond the game."
Super valid critique! Honestly, the Nacho part was kinda a part of the progression that was put in to save time. It was way easier to incorporate it into this old YouTube channel I had instead of creating a site page in-game with a video player. Ideally, Webven.video would have been an actual domain that you could browse through, and you'd have to find another site by going through channels there.
> "Seen anything strange... 'I kinda wish it had a response like 'Liar.'"
What's funny is that this WAS the original plan for if you pressed yes and hadn't encountered the "strange cryptid" yet. Another last-minute addition that I just added an ALL TOO QUIET error noise when you press Yes and haven't seen anything strange yet.
> "water bucket to put out Carl’s fires was also very cute... aha moment"
Yay!! I'm glad! This was something I had in my head pretty early on. I wanted some idea of you needed to do SOMETHING on Carl's site. When we were continuing to think through different old internet sites and thought of SevenSeas (which is sorta supposed to be a very silly dark web) we thought of what could be done with water. That's when it kinda came together.
> "I hope you get Carl’s voice mails I put a lot of passion into mine."
We did <3
> " If anything y’all should be proud that y’all made a game where when I got stuck I wanted to continue. For hours. And that’s not something I can say really about any of the games I’ve played for this jam."
We're ecstatic that we could keep you engaged/entertained for that long! We're going to see if it's possible to continue development and expand on some things, because realistically there is a LOT of open room and ideas for where this could go. Thank you for playing!
Really creative idea and honestly a really well-made puzzle game within the time of the jam! I personally had a few gripes about the movement and consistency of where the ball would be kicked. I know it's in theme that the kick has a "countdown" for, like, charging how far you're going to kick it, but honestly I found it pretty frustrating to use. It would have been nice if I could control the angle/power I was going to kick it instead of it being that wind-up. That is, however, a very small complaint I had, and the rest of the game was fantastic. I loved the ambiance; hearing people chatter and play table tennis(?) in the background was all so charming. The music was groovy and blended with the overall vibe. The art is really cute, and I think I noticed that one of the mugs in the bottom UI has the aperture logo, which is awesome. Amazing job!!!
super addictive!! All the abilities felt different and provided a new feeling while trying to get deeper and deeper! my very very small "complaint" if you could call it that is some upgrade that zooms out the camera? I felt like because of the speed I was going later in the game, it was really hard to process what was ahead of me, especially after biting an enemy which gives you a substantial speed boost! amazing game!
The visuals and audio of this game are GREAT. It's really giving me a sense of Risk of Rain 2, and I absolutely adore that game! I think it would have been nice to have a bit of a clearer indicator for when you hit things, as I couldn't tell sometimes if I was actually hitting their hitbox. Great work!
Very interesting concept that I think would be better introduced with a tutorial dummy that goes through the systems individually because it's asking a lot of you at the "press enter to start match" screen. I also would advise being careful with scaling pixels, as it creates a visual inconsistency called mixels! Other than those small critiques, I think the mechanics, once I got it, were pretty cool, and it's a creative way to mix the theme and a fighting game. The different moves with different durations and timings reminded me a lot of YOMI Hustle in the way that you're weighing the options of choosing a move that has less startup frams/active frames, even though that game is turn-based.
Artwork is really good; I love the vibes. would have liked a little clearer indication on screen, rather than on top, of how close the monster is to reaching me because I would panic and look at him right behind me, so I'd just drop everything out of fear LOL. Otherwise, great game and atmosphere! congrats!
Thank you for playing on stream! It was awesome watching you go through the different sites we created. As we approached the deadline, we realized the timer was getting in the way. I think in the future I would make it so that more things change on consecutive days, and more set events happen at certain times, to really make it feel intentional and not like it's taking you away from the game. CHEESE
Very juicy little bullet hell game! I think I would have loved something that changed the gameplay a little bit more than just more enemies or more things to dodge. I also REALLLLY wish the rotation would occur on beat, that would have been sick. Otherwise, it was really fun, and I enjoyed it a lot!
I think this game would benefit from more tutorialization, as the game really throws you into the deep end, and it takes a little bit to understand really what is happening since a lot is on screen. I liked the pressure the game put on me to try to manage each ship! One small note about pixel art is that you should try to avoid scaling pixels in engine to different sizes. This causes a thing called mixels which makes pixel art look awkward. Otherwise, great job incorporating the theme and making something short and fun!
ahh omg!! This is genuinely so nice, the team and I appreciate your comment so much. I definitely can agree with the few nitpicks you have!! the scrollbars seemed to prove to be a annoying little issue throughout I think because of the way we had the tabs movable as well. Thank you for the feedback and for enjoying It as much as you did!!
Thank you so much for the feedback!! I can definitely understand the frustration of killing your run, and then the slow start getting back to how fast you were previously.
I also agree that the augments are pretty unintuitive until you understand how it works. Great suggestion to add something to visualize on the description!!
Thank you again for playing and taking the time to write a review!
Thank you for playing and leaving a review!! I will say, should probably have in our game description that there is a pause menu by pressing escape to exit, restart a run at any time during gameplay, or change audio levels. Also indicators on the UI is definitely something we wanted to add along with some nice sound effects to enhance the immersion of when they activate!
We really appreciate the suggestions overall and will take it into account if/when working on a post jam build!!
Good luck with your submission in the jam as well! ❤️






