Fascinating! The audio works for me and doesn't hang in edge or firefox (or chrome which was development target) but that's useful info. I assume you're on windows? Any special audio setup like usb audio device or anything?
You mentioned it happens a bit after sorting begins; I wonder if a lag spike is causing some web audio issue... This will be a tough one to debug but I'd certainly like the audio to work on all platforms! Thanks again for reporting and following up!
Micah Arvey
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On my first playthrough I fully didn't get that I was supposed to be avoiding the Jimothies. I like the premise now that I realized it and played again. Its a fun quick romp!
I don't get the "YOU LOSE U MONSTER" still showing up even though I won. Like was it supposed to be multiplayer? I thought the game was bugged but this is clearly intentional.
I can see that it was made quickly so props to you for creating a very playable game! I don't think the racoon art looks much like Jimothy though and any amount more introduction would be welcome seeing as I missed the entire point of the game and was a bit offended at the premise until I realized what was going on. Anyways I hope you had a great PAX! Cheers!
I like the setting the most. The references to Seattle are well done and the concept of him having to run from his own fame is a great take. I will mention that whole game has an AI look that is a bit off putting right from the start, but I can tell there was plenty of work and creativity put into this game so good job!
Yo thanks for the in depth comments! And for hosting this lovely event!
I hear your pain and frustration regarding Development Default and Glorbbz Revenge levels in particular and your confusion more generally regarding the gameplay experience. We spent too much time on the level editor (available on steam version only) and didn't make the levels good enough or flow well enough. I think our next turn of the crank will focus on what you described with the teaching of each block individually maybe with "biome" type level design that really focuses on each block one at a time. A little "map" or something of levels youve completed and bundling levels into categories might help a bit as well.
For the jumping sound that was me having fun with my first attempts at foley but I agree it's a bit odd to have a marble / ball making a human jumping sound 😅 I'll likely swap that one out or at least try some other ones that are more fitting. Cheers!
This is amazing. I really enjoyed the music right off the bat and then when I got to the trash man I was dying man that was awesome. So great to use the scenes around seattle as the inspiration and backdrop. Makes this game get to another level for me. Loved the bag you were carrying as well that animation is awesome. Very creative and inspiring. Thanks so much for sharing!!
Thank you so much for playing, streaming, and providing feedback! Really appreciate you!! Glad that the mechanics are overall making good sense.
That is such a good call out about the next level option. Funny enough its actually supposed to show up but is straight up bugged and does not show up XD not the very worst issue but that surely explains part of the drop off and is an easy fix so I'll get on that. Great find, thank you!
Thank you so much for playing and leaving feedback!! Yay I put a lot of time into both Jimothy scurrying and the text effects as well so I'm really glad you liked them! Very happy as well that you found the game loop clean; I've been a bit worried that stashing was not a good mechanic so I'm glad it's making sense to you. A counter has been added in your honor towards our very own Jimoth-tree! Cheers!
Thank you so much! Really appreciate you playing and leaving feedback! Yeah the trash starts raining pretty hot and heavy by the end of the day haha. Glad you liked the mechanics I've been worried that the stashing mechanic is to far separated from the sorting mechanic but it's good to hear more people's feedback it really helps. Cheers!!
First of all great job on the 3d Jimothy I really like him. 3d quadrapeds do not seem easy so it was really cool to see it! I don't care for the tank controls / car controls but I understand why you'd go for them and really its fine just my preference. I didn't see an objective beyond collecting but I did enjoy scooping up trash cans! The jumping forward flip animation sometimes wouldn't stop when I hit the ground. seemed specifically when I hit the grass it wouldn't end until I touched solid land again. Again 3d is tough so props for getting it working in the browser I had fun and also great cover image! Well done!
This is awesome props on getting it all together and uploading it in a short time!! I love the art style and the setting is very true to jimothy. Live Jimothy View had me busting up thats so funny. Love the walking animation too.
The music is so very smells like Jimothy props to BB_Driver this slaps!! 5 star music :D
This game is so good it had me hoping the hill was going to lead to capitol hill or something to pick up more stuff. I obviously understand on game jam schedule to keep it to ballard tho. Well done I had a great time.
This was so fun! I was sad that I soft locked both timed I played. The squirrel movement seems to be a bit bugged they never resolved their movement both times it happened. they froze in the running state and never gave me back control.
I love the jimothy sprite! That's so good!! And I was right at home moving around the map. At very first I couldn't tell why I had to wait between movements but once the enemies were on screen I then got what was going on. perhaps allow buffering inputs while waiting for enemies?
Nice combat system I had fun with it. Throwing vs close range is cool. I was having a hard time figuring the objective? was I meant to knock over trash cans?
Great stuff overall well done good game!
I was stoked as soon as I saw jimothy in a ball and this game delivered! I can tell this would be more fun with friends in a lobby so I'll try to play it that way when I can! Good stuff I liked the dash and the jump as well. collecting things was fun and I was delighted when I was hit by a truck and my stuff popped out. Nice sound effects and good stuff overall well done!
This is a fun game there's for sure something here. I found all the data on screen to be a bit much overall and eventually died of hunger. After a few rounds I bet its clear enough but perhaps consider stacking new things and explaining each as they first occur? I like the dual use of mouse and keyboard for this entry! Jimothy looks kinda freaky when he's walking lol. Good game well done
Thank you so much for playing! And for leaving feedback! Really appreciate it!!
Great news that castle 2 hits the mark way better than castle 1. I think it's a bit too long as a tutorial castle also. I've been tempted to wave the wand and say... "yes it is a tutorial level so its ok"... but its 12 levels so I think that's too long even with the 2x speed before getting to the "good stuff". I'll likely cut the chaff on the first castle, keep the best and then redo the second half to be more difficult, longer, and more interesting while still being easy.
Thanks for the feedback that it left you wanting more I'm stoked about this one and will likely keep working on it. Rework castle 1, new player character options, and castle 3 and onwards! Cheers!
Thank you so much!! Appreciate you playing and taking the time to leave feedback! Very glad you liked the gameboy style and it doubles as a mobile ready wrapper :) Also very glad that the animation at the end of the castle is good payoff!
I was considering more storyline possibly if/when I swap out the main character for a unique one like charging knight or something. Then there could be a quick back and forth at the beginning of each level to develop a bit of story. Would that be interesting do you think?
Thank you again really appreciate it!
Thank you so much! Appreciate you playing, leaving feedback, and sharing kind words! Really glad you enjoyed it!
Yeah the cannons totally do change the feeling of the limited input system. I'm hoping using jump into the cannon as the entry method does at least force an input use up front to keep with the theme. But I could possibly bring back "use input to fire" again in the future or maybe have red cannons or something that "use input to fire" for more counting down.
Ahhh gotcha yeah good point on the scrolling. I have scroll pre level but scroll during level (or at least while in cannon) would be a good addition!
Thanks for sharing the firefox issues! I'm actually really happy to see how many people in this comment section use firefox I kind of miss firefox and this is the perfect excuse to download it again! It's important for testing web stuff anyhow and I'll see if I can't fix that issue.
totally that makes sense regarding giving players quick wins early on! And I figured it out when I needed to so it’s a non-issue
And the camera getting stuck was really not that bad. But perhaps you could try one of those shaders that removes walls or parts of walls when you’re close to them? Or try moving clipping distance out from the camera so it cuts off automatically?
Great stuff thanks for sharing such a wonderful game!
This game is so good! I beat it (and thought I left a comment yesterday but don't see it so I'll leave another one) and enjoyed it quite a lot! I thought level 19 was very hard I almost got stuck, but I persevered because it was so enjoyable. Awesome stuff.
The intro levels were almost like, too easy? Like I don't actually think I quite got what was going on until level 4ish but that didn't stop me from figuring it out when I needed to and having a really great time!
Music is a good addition and I didn't experience too much jank. Occasionally the camera struggles to follow when I go around a corner and I'm in the bottom left of the screen like the wall totally blocks everything for a bit but then if I move it sorts itself out so not a big deal.
It's a bit slow waiting for the slow doors but I can see why you added that for puzzles sake so I don't mind it at all. Good choice adding that new object type, that definitely helped me keep things sorted.
Great work this is a really fantastic game!
I loved this game even though I did not make it to level 5+ in arcade mode. I suppose I stopped since I wasn't really getting the strategy regarding the bombs? maybe only introduce those after a few levels to give a few easy wins to the player?
The UI is so so good. I love the balatro style buttons like the settings menu is also so good, well done! Beautiful pixel work and very smart to use a palette. Credits are also good and I appreciated the click to scroll faster.
I personally love this because my cat does this behavior too and we have to keep all our bathroom doors closed because of it. He's a good kitty. I loved the game over screen to with the "the owner is upset, great job!" is so funny.
The art is already feeling really polished honestly. I think I was seeing a bug where some of my spools of TP would spawn in already fully pulled? But I wasn't sure what was causing it and it didn't stick forever.
Great addition of arcade mode that's a super fun idea and totally transforms the game!! Nice work!
Thank you so much for playing and leaving feedback!! Appreciate you :)
I believe it's firefox is the issue as someone else in the comments alerted me it gets a blue screen on firefox too. And I've seen my friend play it on Linux on Brave I believe. So thank you and I will absolutely look into that. Glad you were able to try it out on mobile!
I've totally thought about background elements as well! Little chains that move and swing as you pass through them or gentle background elements like spears or equipment etc. Great should I'll strongly consider that!
Thanks for more ideas for puzzles! I agree when one element is used multiple times in slightly differing ways that's one of the most compelling types of puzzles so I'll lean into that more. Thanks!
And originally I did have the cannon suck you up no matter where you touched it and then the exit was what took input to use but I flipped it after a bit of playtesting and seeing that almost everyone tries to jump into the cannon at first and also springs kinda already have that hit to flip direction and jump to use so I went with that for now.
Thanks again!!
Nice! Working for me again on the web build on windows on chrome. I experienced minor frame drops / audio sputtering on the later waves but overall things felt really good. I like the variety of the enemies and how they challenge you in different ways. Nice addition that you can see what enemies are coming next and also I benefitted from the warning of "that timer's looking dicey" when I took to much too fast. Well done!
Yay! Thank you for playing my game and leaving detailed feedback I really appreciate it!!
I agree Castle 1 was a bit too easy but I like to hand people a few free "wins" out of the gate and was hoping that the introduction of the 2x speed option would give folks looking for a bit more challenge an option to do so and also speed through the "tutorial"
I agree I think I'll retune the audio leveling and also include a setting menu (probably a gear on the top right of the gameboy or a menu from main screen) to adjust the sfx vs music volumes.
Thank you so much for the kind words and valuable feedback!! I'll likely keep this game going and I'll let you know when there's a castle 3 once I address the feedback from this jam!
Thanks so much for playing and leaving detailed feedback! I have heard that before where frustration occurs when you know *what* to do but take a couple attempts to actually do it. That can turn from flow state to frustration real fast. Thanks for sharing that it's specifically the jump onto the spring that's taking multiple attempts. I've seen it for in person playtests as well.
Perhaps I could have the spring have a guide kinda built into the visual showing where to jump if you intend to land on it?
I like the idea of pausing to give time to update your strategy once an input is pressed but I'd fear that it would break up the action too much? Maybe as an accessibility setting instead?
I love love love the idea of a charging knight or cavalier! Straight up genius concept since it would make the whole keep traveling once input has been made make way more sense. Thank you so much for that one I'll likely go for that!
Thank you so much for your feedback I really really appreciate it this is the kind of feedback I was hoping to get!
Totally castle 1 is a bit slow in my opinion too, it's kinda the tutorial castle now but if it drags I could see people dropping before they get to the good levels. I was hoping that the 2x speed option would also make castle 1 a bit more challenging, faster, and more fun.
But feedback like this was what led to the improvements in castle 2 so I'm really glad that the difficulty felt much better! That flow feeling is what I'm always after creating for players.
I love your idea for a swooping finish that's an awesome idea I will totally do that if/when I make an original main character.
I had a bit tooo much fun with that 2x button haha lolz I'll consider chilling that out a bit.
Thank you for the heads up on firefox! I always forget to check other browsers than chrome. I'll check into that!
Again really appreciate the detailed feedback <3 Thanks a ton!
Thanks for playing and for sharing feedback! I have been considering an original character for player but have gotten a bit too attached to the spaceman haha. I'll absolutely take your impressions into account! I was thinking for the settings menu that I wouldn't have much more than sfx / music volume so I kinda settled for the ability to mute instead of a settings menu. Makes sense that it comes off as simply missing though!
Very curious what other settings you might like to see and what accessibility options would improve the game?
Hey hey! Thanks for following up, totally bungled that wording. I meant more that I appreciated the "horror element warning" so I was able to lower my settings and prepare for *something* to happen. But when the scream happened I didn't care for the sound effect itself or the jump scare. That said I don't really play horror games so this might just be me but I'd change that sound effect.
Yeah! The little minigames are such a fantastic surprise like I was hoping I'd be able to play them but fully didn't expect to be able to! Props for that! Thanks for contributing and engaging!!
Super awesome graphics I like the hand drawn style and the puzzles too. Reminds me of the older point and click adventure games in a good way! I would check out more environments, this game is very charming. I echo that this is a good base and could totally be expanded into a full game! Cool stuff!! Really like the sparkle that gives you a hint to interact with it, very nice touch.







